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armor. UBhiclQ, ujeapons and ouisn gour tactics in roai time. So go ahead,
choose a side. Just remember, gou'il die luithout a little help from gour friends.
plains ran awal
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If the pressure doesn’1
Vis't www.esrb.ot
or calM-800-771-31
for more info.
^20OT Siofia Oft4.lne, Ifw AB Rmnts Raaefved. Sierra anrt Sierra Stucflos are Irademarks ot Sierra On-Line. Irw. Papyrus'" and iho Papyrus togo ore tr^marks of Papyrus Design Group. Inc. NASCAR^ Haor
B oftoally Hcensoi by NASCAR^ MASCAR^Is a ragistwed trademark of tbe Nalionat Associalionfor Slock Car Auto Racing, litc. Btislol Motor Speedway® Including name, likeness, logos, ar«S event names and lo
are rogiswred iradcmotlis of Speedway Motorsporls. Inc. Olficially licensed product ol Speedway Motwsports, Inc.©t999. www.SoSpocdvray.com The name and likeness oftho *l Penn^oll stock car and Steve f
are hconscfl with Dale Earrthotdi, lue. The 'Valvorme’ Trademarks, Rousli Raoog arxIMatk Martin’s Name and/or Likeness Used by Aollwiily ot Roush Racing, Uvonia Ml. Tbe'Exide' Trademarks. Roush Racing
Jell Burtons Namu and/or Likeness Usod by Aiiihorily of F^ousli Racing. Livonia. Ml. KODAK, MAX and Tradedress ate trademarks of Eastman Kodak Company used under license. Quality Care and Ford Credil
user! under Itcertsofiom Foro Motor Company. Dale Jarrell and Hotreit Yates Racing trademarks are used under license. Licensed by Rusty Wallace, Irrc, arid Ponsko Racmg South i
Inc Jasper Engines & Transmissions' Tradomaik: Robert Pressley name signature and likeness of the *77 Jasper Motorsporis Team and /Racu Car are used under license granted
by Jasper Motorspods. LLC. The likeness of the «31 race car. 'the' RCR checkered Hag logo, and liie stylized '31* are the trademarks ol Richard ChBdress Racing Enlerptises, Irtc. J^wUy|yi|Lra|^
and alorjg with the likeness and signalura of Mike Skittner (trademarks ot Miko Skinner) end tfia TEAM LOWE'S and Lowe’s Home Impiovomoni Warehouse IrudemarJ^trademarka ; I * A ^
of Lowe’s Companies) aro used under license Irom Rfclturd Childress Racmg Enterprises. Inc. John Andretti officialiy licensed by Pelly Marketing Company. LLC. STP® mark used \ ■■MMitljM
uTKfar license. 76 Fuel name and logos used under permission of Tosco Marketing Company. Any other trademarks are the property ol their lospoctivo owrteis. * designalos Itado- .:j c5wR!lln^HyiljUUj|j|M
marks fogisletod in the USA which may Da regisletadirt certain other countries.
"Conquest is easy. Control is not.'
- James T KJrk, stardate unknown
e war is over.
It's a bolinclless galaxy where players from across the globe struggle for contn
one sector at a time. A continuous online matching system reflects the curre
state of the campaign as 8 races battie for dominance. Choose your specif
choose your ships, and choose your friends wisely!
• A vast single player campaign with 75 missions to explore.
• Starships come to life with real-time damage texturing and dynamic lighting from weapons,
explosions and stars.
• 8 Empires are yours to command or oppose with over 1,000 controllable ships including new
fighters, escorts, patrol ships, carriers and returning favorites like the Federation Heavy Cruisei
• 2 new races with horrifying new weapons: The Mirak Star League and their devastating missilf
technology and the mysterious forces of the Interstellar Concorditim.
. AfdpCtl
'lir«side
wm.interplay.com/sfcZ • wm.startrek.com
SHR IRfH: surtkel Conmand ® Votnio U: Empires al Wap’» Sollware ® 2000 hleniby InlerlaMmenl Cirp. H RRfiO Resened. IM, ® @ 2KID PawoiBl Plclurca. SIAR IRER and related oKnanls are trademarts ot ParanMuil ncliires. All Rigtia Reserved, i
tiemenu based upon Uie board ones creeled by AmrlHo Ocsflii Binau E) 1077 - 2000. bilerplaK tta bilcrplay lego, *02 Ganiere, For Ganera," 14° East and Ibo 14" East logo aro tradomarhs ol lilerplay Entcrliinnienl Cerp. laldron and the Taldron loeo ard tradesi
loldren, bic. ExdBsIvcl) Mensed and dlsirmicd by lniei«av EnlerlanniBd Corp, u oiner iradtmarbe and copyrtghls are ibo properly ol Uielr respesUve owners.
Comic Mischief
Suggestive Themes
Use of Tobacco
end Alcohol
software
PIRATE
YOU CAN
TRUST
LucasArts Entertainment Company Presents
An Off-Beat Adventure of Piratey Proportions
Starring GuybrushThreepwood Eiaine Mariey-Threepwood Charles L. Charles
O zziE Mandrill The Ultimate Insult and Lots o' Monkeys
X
FOR WINDOWS 95/98 - 3D HARDWARE REQ.U1RBD
monkey 4. lucasarts. com
If you liked the taste of Carnivores'” and Carnivores -a
try taking a bite out of this!
Another time, another planet, another type of killer,
Reach for your weapons, or run for your life, as you besin your
adventure on a chillins journey in an Ice Ase world,
Take on prehistoric creatures of mammoth proportion. Get ready,
‘cause here they come, saber-tooth tigers, wild boars and more!
Are you up for the hunt?
PC
CD
ROM
WamKMa>
02000 Action Forms, Ud. Publlstied and dtstribulod by The VtordWorksGroiip, Inc. An Infogrames, Inc. company.
All other trademarks and registered trademarks are the property of their respective owners.
TEEN (13+)
ANIMATED BLOOD
ANIMATED VIOLENCE
GAMING CONTENTS
S/SOO'l • ISSUE 'ISS
Games | Art | Culture
It’s just a matter of time before games are
recognized as legitimate art. Of course,
that hasn't stopped some artists from already
recognizing the potential of game-style graphics.
-(12A
.124
.126
.127
.128
.129
.132
Strategy Spectacular
Looking for help beating your favorite games? Who isn’t? You can count
on your friendly neighborhood game gurus at CGW to help you out with
the latest tips, tricks, and strategies to get you over the hump.
Freedom Forc^
By day, we may be mild-mannered game editors. By night, we dream
of living in a world where wearing a cape and tights in\a dark alley
won’t get us arrested. We think we've found the ans^eVo our
superdreams.
Reinforcements Arrive
Tactical Sims by Raphael Liberatore
TF2 a FPSRTS? WTF?
Strategy by Robert Coffey
DEUS EX Storms Europe
Roleplaying by Desslock
Graphics Shmaphics
Sports by Tom Price
Halfwits With Guns
Action by Thierry Nguyen
Squad’s Labors Lost
Wargames by Bruce Geryk
® Hall of Fame
In an ephemeral medium, it’s impor-
tant to recognize the classics and give them
a forum in which to be remembered. This
month, we induct two games and a leg-
endary programmer into the hallowed hails.
Monte Cristo
9
www.montecristogames.com
Games we’re looking forward to playing in 2001; the first
UO Faire; Digital Anvil founder takes flight on a WING
COMMANDER and a prayer; EVERQUEST suicide hoax;
plus Pipeline, Reality Check, Top 40, and more.
PREVIEWS
ON THE GOUER
Where io find the stuff on the cover . . .
Hotshots
Quick looks at PLANETSIDE, SERIOUS SAM, STRONG-
HOLD, and ICEWIND DALE; HEART OF WINTER.
Morrowind
After four years, Bethesda finally comes through
with a follow-up to DAGGERFALL. Is it good enough
to compete with the latest RPG heavyweights?
Clive Barker’s Undying 56
The master of the macahre enters the computer
gaming fray.
Dave evangelizes Dolby 5.1 sound for games; Loyd looks at
Intel’s new set of wireless peripherals; plus Tech Medics
and Killer Rigs.
imnm
Escape From Monkey lslan[l....96
Sacrifice 98
Tony Hawk Pro Skater 2 100
Zeus 102
Gunman Chronicles 103
Delta Force 3 104
FIFA 2001 105
Wizards & Warriors 108
4x4 Evolution 110
Sudden Strike Ill
Space Empires IV 112
Links 2001 113
Devil Inside 114
Jet Fighter 4 115
GAMER’S EDGE
Gamer's Edge will return next month.
THE USUALS
Z1 Genrge Jones
George’s Top 10 games of all time.
23 Letters
Gamers go postal.
134 Index of Advertisers
In case you can’t find the ads.
136 Greenspeak
Jeff is a cranky old fart. What else is new?
cgw.gameipot.com • COMPUTER EAMINO WORLD
Co medieval on your enemy's a&s, batliingand
brulali/ing in the most visually intense and shockingly
realistic combat scenes ever created Tor the PC.
Utilize an intuitive, in-depth fighting system a.s you
maim foes with over 100 moves and combos— even
attacking them with their own severed limbs.
Unleash your might with over 100 viciously lethal
hand-to-hand weapons as four distinct characters,
each trained in .specific areas of combat.
Experience stunning animation, superb physics and
lighting effects, complex enemy A.I.. and intricate
3-D environments via a revolutionary 3-D engine.
Animated Blood
and Gore
Animated Violence
CODEMASTERS.COM
(Codemasters^^)
www.rebelact.com
GENIUS AT PLAY
REVO Ly TlON
DELH^SI^ SlW^tlljS, hardy traveler,
in the turbulent lands of Arcanum!
or invite companions to join you
online. And for those with discriminating^
taste, we sport the most advanced
role-playing: system ever created
in this or any
other reality.
Prepai'e potion or pistol, for armament is
a must! Encounter more than 500
friends and fiends of the oddest sort on
do 2 ens of quests and campaig^ns.
Travel alone thi’ough this massive realm,
flERRA
Visit WWW, esrb.org
orcalll-800-771-3772
tor more into.
WWW > arcanum l ..com
CAMEl
r ^nnFG nr \ n<-
|v r' -CT:iq.ji.T n:L i.:Dc'^
An epic story with multiple
paths ensures you'll never
play a sing;le or multiplayer
grame the same way twice.
Or create your very own
online campaigns with the
Arcanum World Editor.
Dozens of quests and a limit-
less character design let you
decide the destiny of your
character, be it elf, half-ogre
or other sundry races.
Brigands beware! Eighty
spells in 16 Colleges are at
your disposal, while the
mechanically inclined can
construct wonders of the age
with 56 technological degi'ees
from eight disciplines.
Bullets & y-
Brimstone \
Witness the metallurgies U
might of the repeating;
rifle or unleash the darli^ii^^?]
ai'ts of a Hellgat^.afir*SSQ||||^^
a mechanioai
ohallengeis a j m
magical
JI' II^H
N?
THO§i #iO Wiii fOiiTMii
Immerse yourself In a completely realistic alien
universe that you design, customize and control.
Crime and punishment, leisure and entertainment,
plus a fully functional economy await you.
Nine races in a society full of secondary character
each with unique looks, personalities and abilities.
"It's like Dungeon Keeper 2 on steroids in space, and with aliens—
...Best space station sim ever!" — PC Gamer
The time has come to rule abandoned space stations, attract masses of alien races, and unite.
Rebuild this once thriving world to the glorious days of old as you manage industrial decks,
entertainment decks, and bio-decks. A time to conquer, build and expand.
That time is now. For this is Startopia.
And into this age of darkness shall come light.
BUILffWS S BSTTBB PUTUBE^ startopiagame.com
TAKE COMMAND AND
RECLAIM YOUR BLOODRIGHT.
Choose Irhm 2 VMechs* to outfit with ntas^ive weaponry. Then, lead your lancemates in an epic SO-mission, single-player
- ; ^ampaign. Pr, jojn a fierce multiplayer battle for up to 16 MechWarriors. Vengeance will be yours. . /i- ; .
ZiBne. Microsoft
Cap ioll;i’U<>tedSl«t»tna^ottr;tiPUplri(5.SPtIlc'te:liM«RnalO2DOOfASACoipaot)Cj).Anti£til5n!S£rv«(l.bs0PPC>«)toaiS{.')J^v
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GAMING
WORLD
PUBUSI
lee.uniade^ 2 iKdavis.a>ni
GEORGE JONES
The Ultimate list
EDITOR-IN-CHIEF ..
SENIOR EDITOR ..
ASSOCIATE EDITOR ...
ASSISTANT EDITORS .
COPY EDITOR...
GEORGE JONES
george Jones t ziffdevis.com
KEN BROWN
ken.brown Iziffdavis.com
lEFF GREEN
(ADVENTURE, RPGl • jaff.greenSiiffdavis.com
ROBERT COFFEV
(ACTION, STPATEGYI • lobett.coffey luffdavis com
- ™...ALEX HANDY
(COROMI ■ afeOandy siiHdavis.eom
THIERRY "SCOOTER" NGUYEN
(GAMER’S EDGE] • ihierrv.nguyenS/Iffdavis.com
TOM PRICE
ISIMS AND SPORTS) • tomjirice Szifidavis.coin
HOliV FLEMING
CONTRIBUTING EDITORS ..
MARK ASHER, GORDON BERG
PRODUCnON DIRECTOR -
SENIOR PRODUCTION MANAGER .
AD PRODUCTION COORDINATOR ...
CARLOS LUGO
....ANNE MARIE MIGUEL
TERESA NEWSON
A S you read this, we’re putting the
finishing touches on one of CGW&
grandest issues ever: our 200th issue,
which will showcase the last 20-plus years
of gaming history. In that spirit, I present to
you my list of the Top 10 games of all time.
10. ARCHON The intricacies of chess fused
with fast head-to-head action comhat. It's a
wonder that, in this multiplayer day and age, no one has touched
such an unusual concept.
9. M.U.L.E. One of the quirkier, most entertaining strategy games
ever. In addition to teaching me what the terms economy of scale
and diminishing returns mean, M.U.L.E hooked me like very few
games do.
8. PIRATES An amazingly ingenious approach to game design for two
reasons. First, it was incredibly wide open — you could be good,
bad, or both. Two, you could create your own story as you played—
you accumulated land, a spouse, and all sorts of other honors.
7. TEAM FORTRESS 2 Playing “The Hunted’’ as the helpless target
changed my conception of what an action game could be like. In
some ways, this is one of the truest RPGs ever.
HOW TO CONTACT THE EDITORS
ADDRESS NON SUaSCRIPTION RELATED QUESTIONS AND FEEDBACKTO:
CGW EDITORIAL. 50 BEALE STREET. 12TH FLOOR. SAN FRANCISCO. CA 94105. OR
YOU MAY CONTACT US VIA: CGWLETTERSi2IFFOAVIS.COM
PHONE: (415) 357.4900 • EDITORIAL FAX: 14151 357.4977
WEB SITE: CGW.QAMESPOT.COM
GROUP ASSOCIATE PU8USHER SUZANNE REIDER
SU7i8.“;iffdflvls.com • (4151 3574915
REGIONAL SALES MANAGER/
EAST COAST TERRITORY MARC CALUSON
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DISTRICT SALES REPRESENTATIVE TALLIE HSHBURNE
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ACCOUNT EXECUTIVE/
EAST COAST TERRITORY EMILY OLMAM
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REGIONAL SALES MANAGER/ PACIFIC NORTHWEST
AND BAY AREA PENINSULA IAN SINCLAIR
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ACCOUNT EXECUTIVE/ PACIFIC NORTHWEST
AND BAY AREA PENINSULA MARY GRAY
nijry.gray52iHa8vis.com • (4161 547-8782
REGIONAL SALES MANAGER/
SOUTHWEST TERRITORY KAREN LANDON
karenJandonsjiHdavis.com • (760) 942-6277
ACCOUNT EXECUTIVE/
SOUTHWEST TERRITORY UNDA PHILAPIL
lindajitiilaoilSJitfdavis.Cflm»l415) 547-8781
REGIONAL SALES MANAGER/ TEXAS, WASHINGTON,
SAN FRANCISCO TERRITORY MARCIYAMA6UCHI
rtiarcivSiiffdavis.com • (416) 357-4944
ACCOUNT EXECUTIVE/ TEXAS, WASHINGTON,
SAN FRANCISCO TERRITORY MEIGHAN O'ROURKE
meighan.orourke sziffdavis.com* (415) 3574920
SENIOR MARKETING MANAGER
AND CREATIVE DIRECTOR REY LEDOA
r8yJeflfl3S2iHd8vi6.com • (415) 647-8775
MARKETING COORDINATOR ANNIE LIPSCOMB
anniejipscomb tiiffdavis-com • 1415) 5478248
ADVERTISING COORDINATOR TIPLER U8BEL0HDE
liCler.ijbbelo)ideS2iRdavis.conT 1415)357-4930
SALES ASSISTANT KRISTEEN LAUT
krisieenJaiiii 2 irfdav;s.Mm* 1416)547-8778
SALES ASSISTANT CHERYL CARANDANG
dieryl.carsndang 52ifffl3vis.com • (415) 547-8783
HOW TO CONTACT ADVERTISING & SALES
ADDRESS INQUIRIES TO: CGW ADVERTISING, SO BEALE ST., I2TH FLOOR.
SAN FRANCISCO. CA 94105; OR CALL (415) 357-8779. FAX (41S) 397-4999.
FOUNDER RUSSELL SIPE
6. WING COMMANDER It seems obvious now. but at the time the
concept of imbuing a space action game with rich characters and
a storyline blew me away.
5. ULTIMA IV An RPG where you couldn’t shoot monsters in the back
as they fled because it would affect your valor rating? Unthinkable!
4. SIMCITY Because it almost single-handedly ruined my life back in
1989.
3. HALF-LIFE Valve’s epic shooter replaces DOOM not just because it
scared the crap out of me, but also because it had the best pacing
and variety in a game in a long, long time.
2. SEVEN CITIES OF GOLD Essays should be written about this
emotionally involving game, which brought up several historical
issues— not the least of which was how Europeans and Native
Americans interacted way back when.
1. CIVILIZATION Duh. Because it’s CIV. Because it turned four non-
gamer friends of mine into gamers. Because every time you play it,
you get a totally new story, totally different results, and a totally
different experience.
Vote on your own favorite games at www.computergaming.com.
We’ll be running the results next month. And don't worry~our 200th
issue won't be a series of Top lOiists. While hsts are soothing for
neurotic minds Hire mine, the rest of the staff would never allow it.
SUBSCRIPTION SERVICES
FOR SERVICE QUESTIONS, ADDRESS CHANGES. ORTO ORDER. PLEASE
CONTAOTISAT:
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MAIL: COMPUTER GAMING WORLD. RO. BOX 57197. BOULDER. CO 60322-7167. PLEASE INCLUDE YOUR MAIUNG LABEL WITH ANY CORRESPONDENCE.
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Visit www.esrb.org
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\he Heaxif
IciJWlnil Dale: Heart ol-Winlcr 9 200Q Interplay EnteHalnment Corp. All rights Reserved. Tlie Dlowaro Inllnity Engine O 1998-2000 Bloware Corp. All Rights Reserved, icewind Dale, Icevrind Dale: Heart ol Wlnlcr,
FORGOTTEN REALMS, the FORGOTTEN REALMS lego, ADVANCED DUNGEONS AND DRAGONS. Uie ADSD logo. Wizards of the Coast and the Wizards of the Coast logo arc trademarks of Wizards of the Coast, Ina and arc
use by Interplay under license. Black Isle Studios and lire Black Isle Studios logo arc trademarks of Interplay Enleitainmcnt Corp. The Bioware Infinity Engine and Iho Biownic logo are liadcmark of Blowarc Corp.
Exclusively licensed and distributed by Interplay EnIcriaInmenI Corp. All other trademarks and copyrights are property of their respective owners.
-vjm
Adventure Gamers Say Huzzah
Congratulations on being
the first of the prominent com*
puter gaming pubiications to
“re*enfranchise” ali of us
adventure gamers who have
been putting up with all that “death
of the adventure game" shtick for the
past few years. Audrey Wells' new
column (Inside Adventure, January
2001) was a breath of fresh air for
this avid gamer, who was first lured
into the wonderful world of computer
gaming by playing such outstanding
titles as QUEST FOR GLORY, STAR
TREK (20TH ANNIVERSARY and
JUDGEMENT RITES), GABRIEL
KNIGHT; SINS OF THE FATHERS,
RAMA, AZRAEL’S TEAR, and others,
Heck yeah, I love a solid RTS, RPG,
or FPS as much as the next gamer-
type individual, but my recent foray
into the world of SEPTERRA CORE
(an RPG with strong adventure
elements) has made me homesick
for good ol’ well-written adventure
fare, Power to ya, Audrey!
Rob Price
Dailas, Texas
I just wanted to thank you for
including coverage of adven-
ture games. I have been a sub-
scriber of your magazine for quite a
while now, and was on the brink of
canceling, since I was very tired of
people telling me that adventure
games were dead. No, they're not
dead, they’re just being ignored. Just
because they don't have the “big"
companies behind them anymore,
does not mean they do not exist.
Trying to convert adventure games
into hybrids does not seem to work,
since action/adventure games make
no one happy, neither action nor
adventure gamers, But many of the
smaller companies seem content to
continue to produce pure adventure
games, and I think it’s time they’re
given the credit they are due.
Mary R.
CGW vs. The Canadians; Part XXIV
In the Letters section of your January issue, a Canadian
wrote in to offer some information on how to get games
cheaply here in Canada, i took offense to the editors' reply:
“Thanks. All the moose who read our magazine will be thrilled.”
I’m Canadian, and a female gamer at that (no resemblance to a
moose), and I read your magazine for tips and reviews on the latest
releases. After all, I want to read about what games are out there as
it's a pain to chip our way out of the igloo, don our toques, and get the
dog sled hooked up to get to the only gaming store within 2,000
miles. Pul-lease!
While we understand that you can write only about what you know,
and most of that isn't beyond your own borders, such stereotyping is
old and not funny anymore. Can I say that? Or do I need to fear that
all of you will pull out your own variety of guns, because every
American owns one?!!
Nicky R.
Canada
You 're a female Canadian gamer and you don ’t resemble a
moose.'?.' There goes another one ol our stereotypes.' Could you send
Penny Arcade by Mike Krabulik and Jerry Holkins (www.penny-arcade.com)
a p/c? Just kidding. We're sorry we keep picking on you Canadians,
because, really, we love you, eh 7 Now take off!
Inside Gaming: Missing Homebrew
Just went through my December issue of CGW and to my
surprise, one of my favorite features was missing:
Homebrew. Hopefully this was just a one-month skip? Homebrew
highlights one of the reasons that PC games are better than consoles.
The gaming community is responsible for such great add-ons, mods,
support, and so on, and that section helps people find these Internet
sites. This is a vote for continuing the column.
Mike
Actually, we're glad you brought this up, Mike. Yes, Homebrew is
definitely continuing, as are all the other columns. We keep adding
new ones, too, like this month’s Tactical Simulations column by
Raphael Liberatore. The idea is to have a semi-rotating pool of
columns that embrace the entire compufer gaming world from a
multitude of angles. Different months will feature different columns,
but we'll always try to run as many as we can
each month.
© Mike Krahulik and Jerry Holkins
Are NOLF Cut-scenes Too Long?
The remarks about the "painfully long"
cut-scenes in NOLF are a disservice, and
border on insult to the CGW readership. It
presumes that the development of plot and
character and the resulting immersion are either
uninteresting or beyond the attention span of
those who'll play the game. By ZD's own
research, most of us reading CGW are
between 25 and 35, Considering it's such a
rare occurrence, are we incapable of sitting
through the “torture” of scenes that not only
are integral to the story, but are very well done
to boot? That might be descriptive of console-
» COMPUtEA CAMIHG WDRU
FOt.'RPC)IVlSl;’RRC»JNl)
1 - FPS2(»»n digital
Personal Digital Entertainment
‘ — Starts Here.
creative
|^FourPointSurround’“ FPS2000 Digitaij
Gaming With These
Speakers Is Almost
Like Cheating
Visit www.creative.com for more information.
' .'DUU Cti‘<iii;u 1t;cniiu!u(jy iui All Ixancl ot ptod uct names listed aie nademarks or registered trademarks and are
(sttH'iiv (it ilieir lesivrtive hulriers II you'ie ml on Hie net. give us a call at 800.938.1000 (or more information.
With the FourPointSurround FPS2000 Digital speakers, winning
is within your power. You will hear your enemy sneaking towards
you from any direction. The FourPointSurround™ FPS2000 Digital
speakers surround you with razor-sharp sound clarity,
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’ j# that no real gamer should be without.
You can still choose to “play by the book” -
just don’t come whining to us when you lose.
enow i’mes maifn no pwsionii
TOM MCGRAOE
nn t»e ii»fw nn witactin
BOB MADORE
AL PERLMAM
iKOJim net mtiiit »7 urn tpiiPMH rnmnon
MICHAEL J. MILLER (EDITOR-IKCHIEP, PC MAGAZINE)
iiicuTw »a mMon mo miruuM i>mfnn
J. SCOTT CRYSTAL (CONSUMER MEDIA GROUP]
mcvint >xt rwiiMr u>d hoihhhc dwiciwi
BIU FLATLEY
junkies suffering from ADD, but it certainly doesn't represent the folks who
read CGIV.
Eric Schwartz
Portsmouth, NH
Point taken. The cut-scenes, and all the incidental dialogue throughout NO
ONE LIVES FOREVER, are, in general, outstanding, and play a big part in
making this one of the best games of the year. No argument there. However,
there were a few times when they just went on a bit too long for us, and we
wished they were either shorter or broken up with bits of interactivity.
PCTER LONGO (BUSINESS MEDIA) ”
CHARLES MAST (CIRCULATION)
REBECCA MCPHETERS (STRATEGIC SERVICES)
KEN BEACH [CORPORATE SALES)
JOHN DODGE (EDITOR, EWEEK)
G. BARRY GOLSON (EDITOR-INOHIEF, YAHOO! lATTERNET UFEj
ROGER HERRMANN (PROOUCTIONI
GORDON LEE JONES 111 (PUBLISHER. ZIFF DAVIS SMART BUSINESS FOR
THE NEW ECONOMY’-)
HOWARD KAPUN (MARKETING, CONSUMER MEDIA GROUP)
ERIC LUNDQUI5T (EDITOR-IN-CHIEF, EWEEK)
BILL MACHRONE (TECHNOLOGY)
MICHAEL PERKOWSKI (PUBUSHER, SM^RT PARTNER)
ROBIN RASKIN (EDOOR-INCHIEF, FAMILYPC)
CAROLYN SCKURR LEVIN [GENERAL COUNSEL)
SLOAN SEYMOUR (GROUP PUBUSHER, EWEEK AND SM9RT PARTNER]
PAUL S0MER5QN (EDITORIAL DIRECTOR, ZIFF DAVIS DEVELOPMENT]
DALE STRANG (GAME CROUP)
VINCENT STABILE (HUMAN RESOURCES)
STEPHEN VEIIH (GROUP PUUSHER. INTERACTIVE WEEK AND THE NET
ECONOMY)
MARK VAN NAME [VICE PRESIDENT AND GENERAL MANAGER)
BILL CATCHINGS (CHIEF TECHNOLOGY OFFICER]
Game of the Year; COUNTER-STRIKE?
You include the demo of SERIOUS SAM in the Top 10 Stories of
2000 (Read.Me, January 2001), yet fail to mention the "Game of the Year."
COUNTER-STRIKE. During the year, Cliff and Gooseman went from guys making
a game for themselves into partners with Valve. More people have played CS
than Q3A and UT combined over the past year, compared with a few who have
downloaded a demo of SS. How’s that for a group that started out small and
unfunded? Until SERIOUS SAM gets packaged, I think CS was bigger news.
Michael Guidotti
Scooter's Got the Bends
i was flipping through the reviews of the January 2001 issue, and was
reading the BALDUR’S GATE II review, when I noticed the subtitles of the article.
Cleverly, each one was the name of a Radiohead song, including several off the
new album. Kid A. It's apparent Thierry Nguyen actually has taste in music,
which is to his credit. I thought that all of C6W listened to Jimmy Buffet and
drank margaritas. I guess I was wrong.
Ryan Meier
No, you were right. As soon as we found out that Scooter was listening to
Radiohead, we set him straight with a nice boxed set of Ethel Merman tunes.
Now, that's music!
JAMES 0. DUNNING, JR.
[00 tUDUiiiM tunitrvt wet pgismiiii
TOM MCGRADE
AL PERLMAN
WKWl imODPrtUIMUT
JUSTIN MCCORMACK
CAROLYN SCHURR LEVIN
TDM STEINERT-THRELXELD
DAVID MULLEN
oiwaon iwitammiint
CKRISTIN LAWSON
omicmn at enuMuiiiEtiiiyis
ELIZABETH ESTROFF
CBBCTiin ptirwt «imos
BOBBY SUTTON
wm i^Kurc iimitm
CUFF BLOCK
iD VIA E-MAIL USING FIRST NAME.LAST NAME@ZIFF-
ZIFF DAVIS
COMPUTER GAMING WORLD IS NOT AFEILIATEO WITH IDG.
(THANK 600.1
Auail Bureau of
Clrculellor7s
Member
AUDITED
Scariest Letter of the Month
I am glad that the mainstream press has finally accepted mullets.
I would wager the majority of your readers sport some serious plumage, My
only objection is that you ranked the fine femme-mullet as “very good" when it
obviously deserves to be outstanding.
P.S. Jeff Green would look sexy with a nice mullet.
Ryan "Camaro-Mullet” Watson
Chicago
The Incredible Disappearing SIMS Strategy Article
I am writing with either a piece of errata, or a mysteriously disap-
pearing article. On the cover of your October issue, under the headline that
says “Strategies, Cheats, Tips," you reference five games; DIABLO II, DEUS EX,
THE SIMS, Shogun, and DARK REIGN 2. 1 eagerly leaf through the pages, and
a question pops into my mind....wf)ere is the section on THE SIMS? I have gone
through the magazine eight times, and the only time I can find THE SIMS men-
tioned is in ads and the Top 40.
Call me old-fashioned, but if I see the name of a game on the cover of a
magazine, I expect something to be written about it inside. Any help, guys? Now
excuse me, but I have another letter to write. Cosmo's front cover explicitly
promised my wife 50 ways to satisfy me, and I count only 47!
Jeff Easter
Apparently, THE SIMS strategy piece was published in the same alternate
dimension as the ill-fated second page of our HOMM3 review a year or so
ago. Here in our world, the piece was mistakenly pulled - and we apologize
for the error. But good god, man! With 47 other ways to occupy your time,
what in blazes are you doing playing computer games?!
Write to us at;
Cgwletters@ziffdavis.coni
For help with subscriptions:
Cgw@neodata.com
fS9'>< BuHfrog Pioductlons and itio Suiltrogtogo are IrademarKs or ragistorad
rseervsd. EA GAMES'''' and BulHroB"“ ata Elaolronlc Aria™ Brandi.
FIRST AID/SURGICAL TENT
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Alleged suicide rocks the EVERQUEST community.., and magnifies the
fine line between fantasy and real life
■■■ On Sunday, November 12th, the EVERQUEST com-
munity was devastated by news of 19-year-old Sheyla
Morrison’s suicide. She was judged pretty by the photo
posted on her website and considered to be a wonder-
ful artist who did character portraits for EQ friends.
"She was a blast to play with," a friend. Kinudin, said.
"Really nice, sweet."
Not everyone agreed. Sheyla tore
through five guilds like wildfire. She
claimed to have won 500,000 plat-
inum pieces in a GM event no one
could find a record of, while
Companions of Light guild members
found expensive items missing. She
insulted members of the Afterlife
GuOd as they died while storming a
dragon. Confronted on the guild message boards by
angry players, Sheyla blamed her sister, who played
Tolena on the same account.
Then came a wrenching tale of a tumor found
three inches beneath her skin, close to the aorta.
Six hours after surgery, she said, she was online,
playing EVERQUEST from the intensive care unit. "She
totally suckered me into caring about her," a former
guildmate said.
Despite the sketchy rep, Sheyla earned a guide
account as Leza The Forest Wind on the EQ server
Quellious in September.
To Luxian and Kinudin, who had talked online with
Sheyla for almost a year, she was a young girl haunted
by tragedy. She spun stories of a life filled with sex and
violence, including a miscarriage when she was 16
after her father stabbed her in the stomach. Her moth-
er died while driving around looking for her when
Sheyla skipped school to have sex with her boyfriend.
“She was involved in several incidents that, to say the
least, questioned her integrity. She was known for
Continued on page 31
“The EQ community was forced to face
the fragility of online intimacy, where
you can he anything to anyone, and no
one knows your name.”
'iM
The 10 Most Anticipated Games of 2001
Ten games—and who knows how many hours of gaming rapture-stuffed up in an enormous digital catsup
bottle, and here we are, with our meager virtual knife, jabbing, jabbing; pounding on that stupid little ‘‘57”
on the side, waiting for even one to pop out. It's enough to make you crazy.
The Games
Halo
As if the gaming media's collective mania over this title wasn't evidence enough, Microsoft bought
Bungie outright to use HALO as their showcase Xbox title. Hate Microsoft all you want, but their
interest in this title is enough to convince even the worst skeptic of this game’s powerful potential.
Black & White
We keep hearing that early spring is when to expect Peter Moiyneaux's magnum opus. That’s a good
thing - it means East Coasters will be able to enjoy warmer weather in the game, which reflects real-
world weather conditions.
Return to Castle Wolfenstein
NO ONE LIVES FOREVER confirmed that single-player shooters need strong personalities - that's
why we can't wait for WOLF and its gritty molotov cocktail of Nazi-busting sci-fi WWII mayhem.
Oni
It may only be single-player now, but we're still optimistic. ONI Is gorgeous: The animation and
combat look fantastic, and the anime style is an honest artistic choice and not a cynical attempt to
milk a fad. And who's to say they won't patch in multiplayer later...?
Dinosaur
The word is mum on Sid Meier's DINOSAUR project - the Firaxis website barely mentions it, and the
Dino Diaries have gone dead. We hope this means the maestro is holed up somewhere in Maryland
play-balancing one of the most anticipated CiVILIZATION-style games ever.
Freelancer
FREELANCER promises lo be the most ambitious, cinematically-exquisite space opera ever, A game
with such ambitious goals is bound to suffer some birthing pains. But while Microsoft's recent
takeover of Digital Anvil may arouse suspicion, designer Chris Roberts says the single-player game
has all the features he intended, and Microsoft says it will ship with multiplayer intact.
Tribes 2
It's been a long wait for the follow-up to our favorite massively multiplayer team-based shooter, but
more weapons, added vehicles, and lusher environments should make it all worth it when TRIBES 2
is released this spring.
IMeverwinter Nights
Play 3rd Edition AD&D sessions, with live Dungeon Masters and everything, over the Internet. No
need to clean up the living room, or to restock those big bags of Cheetos. Isn’t technology grand?
WarCraft III
Finally, a new WARCRAFT! Blizzard is expanding its signature fantasy/real-time strategy series into
three dimensions and five races this lime out, and yes, we’re excited. We need a new compulsively
addictive RTS game, and does anyone doubt this'll qualify? Or, to put it more succinctly: Zug Zug.
Anachronox
From the fertile, warped, and frightening mind of Tom Hall comes this 3D, sci-fi RPG inspired by
classic console games like CHRONO TRIGGER. It's been in development forever, but we’re opti-
mistic. The game has been looking great, and Hall is too much of a freaky genius to release anything
less than totally compelling - we hope.
Iread.me"^
5, 10, 15 Years Ago in COW
EVERQUEST (continued)
“Those who are caught up in the daily lives of
servers and characters are subject to depression
and loneliness”
having an attitude and a short temper,"
Luxian said. "Regardless, I cared about her
very much. "
On November 3rd, she sent Kinudin a mes-
sage: "Got a gun from friend, I'm holding it to
my head right now.” They talked for hours
about the way she felt torn between her
boyfriend and a secret lover. Finally she said
she felt better. Kinudin said, “I felt great for
saving someone's life."
So when news of Sheyla's suicide struck a
week later, people grieved, but started dig-
ging for proof. A long trail of IP addresses, dis-
connected phone numbers, unanswered
emails, and abandoned houses finally led to a
real-life voice. A man's voice.
Sheyla Morrison did not exist. The man,
James Arnold, owned an EQ account that he
shared with his ex- girlfriend; she played as
Tolena, he played as Sheyla and Leza, They
broke up in August. When Verant busted the
guide account on November 10th over
concerns about the player's judgment, he
staged Sheyla’s suicide. He even posed online
the next day as a grieving spouse, then as a
stepmother, begging friends for information
about Sheyla.
When the trail led to his door, the man point-
ed a finger at his ex-girlfriend, saying. "That
bitch. I'll find her and murder her myself. " The
ex insists that Sheyla and Leza were his char-
acters. The evidence is on her side, but he still
plans to drag the story into court to gain cus-
tody of their baby girl, hoping that the judge
will believe him and find the mother unstable.
Community sympathy turned bitter, as the
EQ community was forced to face the fragility
of online intimacy, where you can be anything
to anyone, and no one knows your name.
Luxian and Kinudin are relieved that no one
died, but embarrassed at falling for Sheyla's
lies. "I would have felt better if a real girl had
been behind it," Kinudin said.
At Lum the Mad, a popular EQ rant site,
players reminded each other of life outside the
game. Some, like Chris Skinner, took the les-
son to heart. He has founded Beyond EQ, an
online support group for EQ addicts and their
families. "Those who are caught up in the
daily lives of servers and characters are sub-
ject to depression and loneliness,” the former
addict said. "I wish to provide a forum to help
those who are struggling, because, let's face
it, we are a community."
Some gamers, it would seem, could use
the help.
By Sandy Brundage, Gamers. com
Chris Skinner’s Beyond EQ can be found at
http;//pub37.ezboard.com/
Jump to ezboard: avatarsanonymous
Febraary 1966
ULTIMA IV was
the game on
everyone's
minds back in
issue 25. And
with good rea-
son — it was the
first computer
game in which your character was
"determined by your own personal
ethics, rather than simply choosing
a character at will." For many role-
players. the ULTIMA series never
surpassed this one. The top five
games of the day: KAMPGRUFFE,
WIZARDRY, MECH BRIGADE. ULTIMA
III. and M.U.LE.
10
Febniaty 1991
Two CGW firsts
graced issue 79:
the premier of
Opponents
Wanted, a per-
sonals-type
section that
allowed gamers
seeking multiplayer action to sub-
mit listings for their "modemable"
games; and the first CGW review
of a console game: TV SPORTS
F00T8ALL for the Turbo Grafx. The
CGW top five way back when:
WING COMMANDER, THEIR FINEST
HOUR, RAILROAD TYCOON, THE
SECRET OF MONKEY ISLAND, and
ULTIMA VI.
The Wild Caids
Duke Nukem Forever
The last lime we saw this game, it looked incredible. Unfortunately, that was two years and two engines ago.
The DUKE team is committed to quality and may yet pull off that trademark DUKE buft-kicking gameplay. Then
again. DUKE may look like an outdated stereotype by the time it actually ships.
5
February 1999
"Once you've seen one of these in
action, there's no going back,"
That was the word on 3D cards in
Team Fortress 2
Valve's free HALF-LIFE add-on, TEAM FORTRESS, hooked us hard in early 1999. Two years later, we're still
waiting. After spending a year reconstructing the game engine from scratch. Valve assures us that 2001 is the year
for TF2.
Unreal 2
A mix of UT and HALF-LIFE, sometimes set in gigantic outdoor landscapes. It’ll be big, beautiful, and full of
ballistic mayhem.
Sigma
1936, an issue
with GABRIEL
KNIGHT 2— one
of the last great
full-motion-
video adven-
tures — on the
cover. Also
announced was the anonymous
title PREY, described as a cross
between Sparlacus and Predator.
Ship date? Winter, 1996. Dob! The
top five games: STEEL PANTHERS,
WING COMMANDER 3, PANZER
Since we couldn't cross Scooter with a monitor lizard, our only chance to pervert nature lies with this game's
genetic mutator that creates units by blending animals.
GENERAL, X-COM, and CRUSADER.
31
read. me
UO Fans Get Medieval
Wine, women, and sot® at the UHinia Online Worid Faire
I knew I was in the right place at Origin's first-ever
ULTIMA ONLINE World Faire when I saw an impromp-
tu sword fight between two of Satan's Cheerleaders.
I guess I'm a sucker for cute women in short skirts
who've pledged their souls to the dark side, especially
when they start grabbing each other. I quickly realized
this was going to be way belter than your typical fairy
festival.
Indeed, it was. More than 1,000 fans, many dressed in
character, came from as far as Europe and Japan to swap
stories, attend workshops, and experience demonstra-
tions of martial arts, medieval combat, even madrigal
singing.
spell effects, and terrain. The only objects that will
remain 2D are the buildings.
Fans, many with big grins on their faces, crowded
around several machines running a networked version of
THIRD AGE. Even though Origin said the game was
barely in alpha, it ran very well. Origin said the new 3D
engine will make it easier to update the game with new
creatures and items. Players who don't want to upgrade
won't be left out, though. They'll still be able to play
with the players who do upgrade.
No ULTIMA event would be complete without a happy
hour to sip some mead and swap some tales, so after
each day's festivities the group trouped over to the
recycler ol used bells ard tuinei ot
upholstered lurnilure."
includes Ihe shield, serpent dagger, spell book, and runesr
There were also some vendor booths and a charity
auction that included a signed copy of Richard Garriott's
first game, AKALABETH, which sold for $450. In all, the
auction raised more than $5,500 for Families of Spinal
Muscular Atrophy.
The biggest news was the unveiling of ULTIMA
ONLINE: THIRD DAWN, a cool-looking expansion in the
works for UO. What’s exciting isn’t so much the new
land mass or new monsters that will be added to the
game, but the major graphical upgrade the game will
get. It's going 3D for all the character models, monsters.
Copper Tank Brewery for some massively multiplayer
imbibing. On the last night. Origin showed a brand-new
trailer of game footage from ULTIMA WORLDS: ORIGINS,
and lo, how the people did cheer. ORIGINS, which mixes
medieval fantasy, Jurassic Parkish lands, steampunk sci-
ence fiction, and Todd McFarlane artwork, looked both
amazing and amazingly weird.
Origin told CGW that it’s planning another event next
year, and I’ll definitely be there. It was fun. It was fasci-
nating. It was happy hours and good fellowship and
Satanic yet cute cheerleaders. Let's see a meeting of the
local Rotary Club match that! —Mark Asher
1
Baldur's Gate II
A+
A-
A+
A+
A-
A-
A
Crimson Skies
B
B+
C+
A+
B-
G+
B
Metal Gear Solid
A-
B-
C-
B
C+
B-
Midtown Madness 2
C+
B
C-
B-
B
C-
C+
NASCAR Heat
B
B
C+
B+
B-
C+
B-
NHL 2001
A-
A-
B
A+
Bt
A-
A-
Reach For The Stars!
C-
C
C-
A
C-
D-
C
Star Trek Voyager: Elite Force B
A-
B
B+
B+
B
B
Suoerbike 2001
A+
B
A
B+
A-
B
A-
Wizards & Waniors
C-
C+
D+
B-
C+
C+
C
* indicates game has not been rated
An BALDUR'S GATE
II, the game that makes DIABLO II
look like a walk in the park. All of
these games came out before the
holidays, and it's good to see their
average ratings are so high. There
are no obvious duds, and several
really strong titles, such as NHL
2001 and CRIMSON SKIES. Even the
Star Trek game on this list man-
aged to break the typical Trek-ware
curse. It's good to be a gamer
during the holidays.
read.me
The GOOD..
200TH ANNIVERSARY
industry that measures life
STEALTH MODE
by Rodney Allen Sneaky
...It’s always good to acknowledge true sneakiness. Westwood had a press
event in early December to officially unveil EARTH AND BEYOND, a
massively multiplayer, space-based science fiction game. The sneakiness
of note is that they’ve been working on this game for at least four years
and have done a good job of keeping the lid on it. It probably helps that
their offices are in a former high security building that Loral used to build
aircraft avionics.
...Siena somehow scored the Gladiator license, giving the company some-
thing good to talk about following their latest round of layoffs. The company
wouldn't provide specifics on what projects were affected, but it’s merely
the latest in an almost uninterrupted string of bad announcements that has
gone on for, well, about two years.
...Leisure Suit Larry creator A1 Lowe’s Internet startup Jacknabbit has gone
to the dot-com graveyard. Lowe was serving as Chief Technology Officer at
Jacknabbit, a company that was developing scheduling software for the
Internet. Let’s hope Lowe considers working in the games industry again.
...Mark Randall at Terminal Reality has reportedly been working on the
NOCTURNE engine to convert it to a first-person/third-person perspective
engine. What’s cool about this is that it would still retain all the nice
features, such as translucent fog, real-time shadowing, and so on while
allowing for a better gameplay experience with the first-person view. The
downside is that it needs a smokin' PC to handle it. TR has other projects in
the chute, such as FLY 2, that will buy them some time and allow PCs to
catch up while they work on a possible NOCTURNE 2-engined game.
...Wizards of the Coast was poised to jump into computer game development
with a massively multiplayer Dungeons and Dragons game. Now they may
farm out that development, and the game may end up being a bit smaller in
scale with its multiplayer, more along the lines
of Interplay's NEVERWINTER NIGHTS.
...It’s hard to get through a rumors
update without mentioning Ion Storm.
Word is that Eidos will shutter the
Dallas offices and
relocate everyone
to Austin, under
Warren Spector.
Eidos needs to cut
their expenses
now that they
couldn’t find a
buyer, and I guess
the idea of fund-
ing a potential
DAI KATANA S
type of game isn’t
very appealing.
a special gaming retrospective, the
top 10 games of all time, 20 full games
on CD, and the World Exclusive ONI
biggest love-in since Hef built
Playboy Mansion West.
The BAD...
The Electronic Arts Jane's team
Baltimore, widely acknowledged
(responsible for JANE'S F/A-18 and
Ushers. What an inglorious end to one
of the most fabled groups ever to soar
In the silicon skies. Best wishes to
and the UGLY
Beholder, but it wasn't sitting through
this drivel. To duh-rector Courtney
Solomon: Did you get a “Spell of
Mutton Head“ cast on you? Hey TSR,
paper mache project You cemented
your place in the “good game license
gone bad“ hall of shame.
• CDMPUUR GRMIN6 WORLD I
33
CGVU PROFILE
Charles Moylan
Hie man wtio rerolutionned waigamii^
M ost of the latest PC games are evolutionary advancements of existing designs, and they cost
millions of dollars to produce. COMBAT MISSION is a glaring exception. This game, from an
almost unheard-of developer with two full-time employees, accomplished three remarkable
things. 1) It turned wargaming on its head by obliterating the abstractions of hexgrids and going fully
3D. 2) It made wargaming fun again. 3) It proved that a developer can sell its games exclusively over
the Internet and make money. Not even Sid Meier's vaunted Firaxis had been able to achieve that
with ANTIETAM!, CGWs 1999 Wargame of the Year.
Big Time Software is a tiny company, and COMBAT MISSION won't appeal to everyone, but we
thought that anyone who could do what Sid Meier couldn't deserved some real credit. This month, we
bring you an interview with Big Time's President, Charles Moylan.
There are 14 reviews excerpted on your website (battlefront.com), all with Editors’ Choice ratings for COMBAT
MISSION. How pleased are you with the game’s success?
I think overwhelmed is the most accurate description. COMBAT MISSION has tapped into a desire for a certain
kind of gaming experience that we were only partly aware of during the process of creating it. The 3D graphics,
hybrid turn-based and real-time action, and attention to historical detail have turned out to have an appeal as a
whole that is greater than the sum of its parts.
How many retail copies would you have had to sell to equal the revenue from direct sales?
It's hard to do a direct comparison to retaU sales because it depends on the terms of a given publisher, but a
very rough translation of how we’re doing would be about 200,000 to 250,000 sales in retaO. We are happy
enough to tlirow a party right now, but way too busy to do it!
What example do you think CM sets for developers of other ‘'niche” titles?
I think COMBAT MISSION sends a positive message to other indie developers without the support of a
traditional publisher, but with a caveat. Here’s the catch: A game must have a unique quality that sets it apart
from competing products if it hopes to seU well over the Internet.
I don't mean simply that the game has to be good, though it does have to be that; it must be noticeably
different from other games. One reason that COMBAT MISSION has caught fire like it has is the simple fact
that there aren't any other games out there, even from the big pubhshers, that try to simulate realistic WWII
tactical combat in 3D. Gamers who want that experience just can't get it at their local software store, because
it isn't there.
CM shattered many of the conventions of traditional wargames. How do you think this will affect the future
of wargame design?
It's primarily an issue of scale. 3D potentially brings an immediacy, a gut-wrenching "you are there" feeling
to any game. 'This is perfect for the tactical level of COMBAT MISSION. And I expect to see virtually all tactical-
scale combat gaming move to 3D very soon. But this doesn't necessarily apply to larger scales.
When do you think we'll be able to play games that approach the visual fidelity of war movies?
That's a tall order. It will take at least four or five years, I think. A lot of hardware improvements
will have to occur before we can even begin to approach photorealism in real-time graphics,
especially display resolution. A 72 dpi computer monitor just can’t do it, no matter how good the
artwork, software, and 3D chips running the game are.
How many people did you have working on COMBAT MISSION, and how long did H take to
develop?
COMBAT MISSION had only two full-time people on the project, but there were dozens of part-
time contributors, many of whom volunteered. This was a consequence of our limited budget
when we started out, but fortunately, the wargaming community on the Net really stepped in
to help.
The game took about two and a half years from start to finish. The 3D engine was a pretty
massive undertaking, as was the tactical AI (which needed lots and lots of tweaking to the
fuzzy logic to make it seem “human") and all the research we did into the armies,
vehicles, and weapons.
What are your plans for your next game?
The next game will take place on the Russian Front of WWII: Soviets,
Germans, and Finns locked in mortal combat from the opening guns of
Operation Barbarossa in 1941 to the collapse of Berlin in 1945.
Charles Moylan 's other games include FLIGHT COMMANDER 2, OVER THE
REICH, and ACHTUNG SPITFIRE. For more information, visit
mvw.ba ttlefron t.com.
GOMPUTEil UMIKt WD81D • cgw.
Microsoft Takes Over
Digital Aovil
Founder Chris Roberts to continue as Creative Director
A s a game designer and business-
man, Chris Roberts is undoubtedly
gifted. The creator of WING
COMMANDER and founder of Digital Anvil
sold Microsoft on his vision of four killer
games (STARLANCER, CONQUEST, LOOSE
CANNON, and FREELANCER), and used
Uncle Bill's money to develop them. As a
producer, however. Roberts seems less
exceptional. Three and a half years after
founding his company, the only game to
come from it is his brother Erin Roberts' STARLANCER.
No one appears to be more frustrated by this than Roberts
himself. For months he's lamented the obligations inherent in
running a 100-person company. Including an Xbox game in
development (tentatively titled BRUTE FORCE), Roberts has
been running a four-ring circus. All of which takes time from
his own game, FREELANCER— which has grown so enormous
that even Microsoft can't pin down its ship date.
That’s about to change. Microsoft announced in early
December that they were stepping in to take over the studio.
After three and half years of funding Digital Anvil — and
recently rejecting two DA games that it had previously agreed
to publish (CONQUEST and LOOSE CANNON)— it appears
Microsoft wants to ensure that FREELANCER will come togeth-
er how it wants, when it wants. Those DA employees who
accept Microsoft's offers will become Microsoft employees.
Publicly, Roberts says he is pleased with Microsoft's
takeover of DA, since it will relieve him of his administrative
burdens. He will continue to serve as creative director of
FREELANCER, he says, while shopping CONQUEST and LOOSE
CANNON to new publishers. He will also be free to pursue
other interests, pointedly remarking that “there has to be a
better way to develop games than working on them for three
and a half years."
Microsoft Games Manager Ed Fries maintains that
FREELANCER will suffer no reduction in scope or resources,
and that, in reality, the staff may grow. He said it wasn’t pos-
sible at this time to estimate FREELANCER'S ship date, but
added that by reducing the studio’s focus from four games to
two, “we feel we can devote the time and attention needed to
ensure that these two games will be truly outstanding."
Chris Rcberls
NEVUS & NOTES
Alice; Ihe Movie
AMERICAN MCGEE'S ALICE may be
headed to the big screen. McGee
told Well Rounded Entertainment
that Dimension Films has agreed to
film a movie based on the game, direct-
ed by horror-meister Wes Craven
{Screams]-3). We're thinking Christina
Ricci or Michael Jackson for the lead.
OperaliDO Cvborg
An English professor has decided
to implant a silicon chip in his
arm that will communicate
with his brain. CNN.com
reports surgeons will con-
nect the chip to nerve
fibers in his left arm, and
the chip will be able to
exchange signals
between his brain and
a computer. What's
going to happen? They
have no idea.
Gaming Goes to
the Frogs
Infogrames is buying Hasbro Interactive for SI 00 million, mostly in
Infogrames stock. Infogrames will have sole rights to interactive
games based on current and future Hasbro properties, including
CIVILIZATION, ROLLER COASTER TYCOON, MONOPOLY, SCRABBLE,
and RISK. The French company also gets an unannounced mas-
sively multiplayer game based on Dungeons & Dragons, as well as
Games.com, which will let users play Hasbro board games online.
SIIEI BEASTS Goes
lo West Point
The U.S. Military Academy at West Point is buying 1,000 copies
of STEEL BEASTS, the modern tank sim from Shrapnel Games.
Kudos to West Point for not soaking U.S. taxpayers for a multimil-
lion dollar, proprietary program that would be obsolete the day
it's finished.
Razor Gcoflter Games
Crave Entertainment is working on games based on the Razor
scooter. The first game in the series will be a Sony PlayStation
release titled RAZOR FREESTYLE SCOOTER, where players can
control ten different riders along three main levels and six
secret levels.
cga.gioespot.csB • CDMPDTER EAMIN6 WDBIB
THIS MONTH’S TOP 10
PREORDERS
Myst 111: Exile (BRODEUBUm)
Follow the story of the extremely popu-
lar graphical adventure series, but from
the standpoint of an embittered villain
who seeks revenge against Atrus.
Black & White (electronic arts)
Complex in detail, graphically gorgeous,
with free-flowing, individualized play.
Already voted one of the games that
will change gaming forever.
Monopoly Tycoon (hasbro interactive)
The family-favorite board game has been
turned into a 3-D city-building sim.
Practice cutthroat schemes against your
opponents on the Internet or LAN.
NBA Uve 2001 (electronic arts)
This edition features a realistic stadium
environment, an enhaced franchise
mode, and an Internet community for
online matches.
ICBwInd Dale: Heart of Winter (interplay)
You get to create your own heroes and
send them to the Spine of the World to
find an ancient evil. A worthy addition to
any AD&D fan's game library.
Arcanum: Of Steamworks & Magick Obscura
(SIERRA STUDIOS) Imagine a place where
magic and technology hold equal sway,
and an adventurer might just as easily
wield a flintlock pistol as a flaming sword.
SlmCoaster (electronic arts)
An easy to use interface and stunning
3D graphics makes it fun to create and
enjoy the most outrageously exciting
rides anyone has ever seen.
Rowan’s Battle of Britain (tares interactive)
Bo a pilot or commander in the famous
air war over WWII Britain. Virtual cock-
pits feature interactivity, which allows for
realistic engine management.
Pool of Radiance: Ruins of Myth Drannor
(MiNoscAPE) Not your run-of-the-mill, lin-
ear role-playing game. Has a coopera-
tive multiplayer mode and a good deal
of character environment interaction.
Thrones of Darkness (sierra studios)
Combines the hack-and-slash gameplay
of Diablo with the rich historical texture
of feudal Japan. A good-looking game
with interesting aclion-RPG twists.
r- r r
Everf)uest: The Scars of Vellous
fvE/MwrwrsRAcnv&This 2nd expansion is
designed for mid- to high-level players,
and features new zones, new enemies,
new treasures, and an improved interface.
Alice (ELECTRONIC ARTS)
As a wiser, and more industrious Alice,
you set out in this third-person 3-D
action game to free Wonderland from
the tyranny of the Queen of Hearts,
The Longest Journey (funcom)
Gorgeous graphics, excellent anima-
tion, and the cinematic sequences add
up to a mesmerizing plot and a wonder-
ful gaming experience.
No One Lives Forever (fox interactive)
Contend with deadly agents, evade traps,
unravel mysteries, and become entan-
gled in a cleverly constructed conspiracy
that threatens the entire free world.
Zeus: Master of Olympus (sierra studios)
Summon heroes and gods to protect
your city-states from monsters and
other Greek cities. One of the most fun
city-building games of 2000.
Escape from Monkey Island (lucasarts)
The first Monkey Island 3D graphic
adventure game, with all the humorous
antics and addictive gameplay of the
first three installments.
Half-Life: Counterstrike (sierra studios)
This mod is now the newest game for
Half-Lilel Join a terrorist or anti-terrorist
assault squad and play hostage rescue,
assassination, or just blast the enemy!
Sacrifice (interplay)
Serve one of five gods who will grant
you their unique powers lor each mis-
sion. A deep, absorbing, unique story
with fully realized action gameplay.
Call to Power 2 (activision)
This deep and complex game chal-
lenges you to manage the technology,
diplomacy, trade, and warfare of your
empire through a millennia.
Combat Flight Sim 2: Pacific Theater
(MICROSOFT) A deep, involving game with
excellent graphics, great sound effects,
and adjustable realism settings. A dream
come true for historic flight sim fans.
All available now at the
Computer &,.Vid eiLGam es store at
Get thousands of game titles for up to 50% off at amazon.com/videogames
liiBiKHB is > iqisitrtd tt&sitik if tsuncm. 1%.
CGW’s Monthly Readers’ Poll
WHAT WE’RE PLAYING
iiEiiMiam
Man, is this game great. On top
of the fantastic storyline, game-
play, and graphics, ffOONE
Lives forever also boasts the
best, funniest dialogue of any
game this year, in any genre.
Major props to Monolith - no
one saw this coming.
We've been pounding on this game
for a while, and it's looking pretty
good so far. Some of the sim aspects
that fans of the previous games
cherish have been modified - or
simply eliminated - hut overall, the
game is closer to being an action
title and the multiplayer is a blast.
See our review next issue.
The dairy industry is looking closly at the
this latest Lara Croft game, hoping to glean
some tips from Eidos regarding how to
milk something to death. Not even the
upcoming movie helps drum up enthusism
for this dried-up adventure game. Maybe
the level editor will be worth checking out
- but It looks like Eidos should put her
Lara out to pasture, once and for all.
Combine Ang Lee’s emotionally-resonaiil,
character-driven direction with fight choreo-
grapher Yuen Wo Ping's {fhe Usin'/)
unrestrained stunts, and you have Croiicltisg
Tiger, HiMen Bfagon, one of the best martial
arts films in years. Once you see Chow Yun-
Fat [H3ril-Boile!l, The Beplscemi Killers) and
newcomer Zhang Zi Yi duel in
a bambeo forest without ever touching the
ground, kiss Tfte Ueirix goodbye.
S everal newcomers debuted on the Top 40 this month, including TONY HAWK 2,
Crimson skies, and 4X4 evolution, if you’ve played any of them, you know that
they’ve earned bragging rights. ELITE FORCE also distinguished itself by popping
halfway up the charts, a testament to the movie-quality thrill ride it delivers. But the big
surprise this month is that a sleeper wargame, COMBAT MISSION - developed by an indie
and sold only online - beat out games like SYSTEM SHOCK 2 and ROLLERCOASTER TYCOON
(the top-selling game of 1999). Thai's an underdog victory akin to Bogwa winning an
Oscar for best film. To find out more about this amazing hit, see page 34. Congrats, Big
Time Software.
I
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1
3
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5
4
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6
7
12
8
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9
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' ID
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9
12
15
13
T1
14
7
15
17
16
39
17
20
18
36
19
28
1 20
-
21
32
22
13
1 23
-
24
35
25
23
26
22
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28
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' 29
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30
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' 32
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35
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' 36
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' 38
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-
Diablo II Havas.—.
dIEEIPI
5
Age of Empires H: Age of Kings Ulcrosuft....
Unreal Tournament Epic/GTT
Baldur’s Gate II Interplay
Half-Life: Opposing Force Havas..
TTie Sims Electronic Arts
Command & Conquer: Red Alert 2 Weslwood/EA 4
Rainbow Six: Rogue Spear Red Storm 4.5
Age of Empires 11: The Conquerors Microsoft 4
Tony Hawk Pro Skater 2 Activision 4
Sid Meier’s Alpha Centauri Rraxis.
5
4.5
3.5
4,5
Star Trek Voyager: Elite Force Activision
4
Baldur’s Gate: Tales of the Sword Coast lntetplay....4
4,5
Combat Mission Big Time Software/ BattlefronLcom
5
4
4.5
Escape from Monkey Island LicasArts
1.5
.4
.4
...5
4.5
.4
Heroes IN: Armageddon’s Blade 3D0
-.4.5
4x4 Evolution Terminal RBality/G.0.0 4
Command & Conquer: Tiberian Sun Electronic Arts ...4
Final Fantasy VIII Eidos 2
Need for Speed: Porsdie Unleashed Eteclmnic Arts .4.5
Battlezone H Activision 4
Caesar Mi Hava.s.,.. 4.5
Dungeon Keeper 2 Bullfrog/EA 4i
FIFA 2001 EA 5
Frogger 2 Hasbro NR
WE WANT YOU!
Vote in the Top 40 Games poll at www.comoutei
ina.com. The mare people who vote, the hatter t
results, hut please vote only once per month.
• COMPUTER GAMINE WDAID
Software development is an inexact science, so predicting reiease dates is tike forecasting next year's weather.
These dates represent the best avaiiabie info we had at press time, if you’re a pubiisher, send your updates to;
Gswpipeline@ziffdavis.com.
■ ■■ iCEWIND DAU; HEART OF WINTER
This is in the homestretch. The bug
iist is getting shorter and shorter, and
■ ■ ■ GIANTS; CITIZEN KABUTO We
were worried that this game wouldn’t
make it before year’s end, but it went
goid just in time. Keep an eye out for
this titie: it's unusual enough that
we’re wondering how gamers are
going to react to iL
iovabie monsters and making sure
those higher resoiutions don’t break
the rest of the game.
■ ■■ FALLOUT TACTICS; BROTHERHOOD
OF STEEL This turn-based FAUOUT
game is stiii chugging along. The
most significant addition is resaiution
support; originaiiy interpiay was
satisfied with BODxBOD, but they went
and added 1024X76B. You can see
more bumbling mutants, if you have
the hardware to support the bigger
resolution. The team's next priority is
tweaking the Al.
■ ■■ WARCRAFTtil Finally, all five
races have been revealed. To recap,
you'll be playing as the Ores, Humans,
Undead, Burning Legion (big bad
demons), and the Night Elves. That
means that Blizzard’s gonna have a
whole lotta balancing to do, and if
STARCRAFT was any indication, this
is a winter title rather than a summer
NEW Alone tn The Derk: The New Nlohtrnin Inloorames Sprina 2001
Empire Earth Sierra
Spring 2001
UPDATE pfloi 0( Hatfiance II SSI
Sprfnn 2001
UPDATE Anachninox Eidos
March 2001
Emperor: Battle For Dune Westwood
Summer 2001
Red Merton THQ
Spring 2001
UPDATE Anne McCaffrey’s freedom;
1 Rrst Resistance Red Storm Enteriainmenl
Sprina 2001
Fallout Tactics; Brotherhood Of Steal Interulav Spring 2001
NEW FLY! 2001 S.O.D. Spring 2001
Return To Wollenslein ActivisiDii
Sammy Sosa's Kinh Heat Baseball 2001 300
Sorlnp 2001
Sprina 2001
1 Arcanum Sierra
February 2001
Freelancer Microsolf
Fall 2001
Serious Sam G.O.D.
Sartna 2001
1 B-17 Rvinn Fortress Hasbro
Februarv 2001
UPDATE Halo Bunoie
Fall 2001
Sid Meier’s Civilization ill Hasbro
AuQUSt 2001
UPDATE Battle Of Britain Rowan Software
Spring 2001
Harnoon 4 SSI
Spring 2001
Sid Meier’s Dinosaur! Rraxis
Winter 2001
1 Battfe Realms Crave Entertainment
Summer 2001
UPDATE icewinrf Dale: Heart Of Winter Ini
ierolav Sorinn 2001
Sioma Microsoft
Fall 2001
NEW Bio strike Red Storm
Soring 2001
IL-2 Sturmovik Blue Bvte
Spring 2001
Silent Hunter II Martel
Summer 2001
1 Bladi & While EA
March 2001
UPDATE Upends Ot Might & Magic 300
Soring 2001
UPDAn SlmCoasterEA
Soring 2001
February 2001
Uose Cannon Microsoft
Fall 2001
Simsville EA
Soring 2001
UPDATE Command & Conouer: Reneoade Westwood Spring 2001
Malestic EA
Februarv 2001
Startopia Erdos
Spring 2001
^UPDATE Cansmondos 2 Eidos
Spring 2001
Max Pavna 6.0.0.
Summer 2001
NEW Star Trek: Bridoe Commander Activision Summer 2001
Spring 2in)l
MachCommander 2 Microsoft
Summer 2001
UPDATE 3 ( 3 f lAfars: Salaues Verant/LucasArts Spring 2002
Dous Ex 2 Eidos
Winter 2001
Motor Gitv Online Electronic Arts
Spring 2001
Team Fortress 2 Sierra
Fall 2001
Oiablo II Expansion Sliuani
Spring 2001
Mvst III Martel
Spring 2001
The World Is Not Enough EA
Soring 2001
Graoon's Lair 30 Blue Bvte
April 2001
NASCAR Racing 4 Sierra
Spring 2001
Thief III Eidos
Winter 2001
Dreamland Chronicles: Reedom Ridne Bethesda
May 2001
NEW NBA Live 2001 EA
Soring 2001
Troglco 6.0.0.
March 2001
UPDATE [|y|,g Forever 30 Realms
Fall 2001
Neverwinter Nights Internlav
Summer 2001
UPDAre warCralt III Blizzard
Winter 2001
1 Dunoeen Siege Microsoft
August 2001
Dni Btinoie
February 2001
X-COM: Alliance Hasbro
Spring 2001
UPDATE Elder Scrolls: Morrowind Bethesda
Summer 2002
HEW Planelside Verant
Fall 2001
The Future of Adventure
is a Journey In,to the Past
Based on his latest best-selling novel, Michael Crichton, the i reaioi oi /r;
sends you on a story-driven journey back in time for one ol the greatest ad > i,i n
Rethink What Is Possible. Fall 20uu
Visit wm.estb.otg
or call l-K(l-771-3772
for more info.
For more information *
T I Me L I Me
COMI'UTIK (NttRtAINMINl
ll WWW IIII,«;.-llliew--iflJ5.i.01ll
eioos
© 2000 Timeline Computer Entertainment, Inc. All rights reserved, limeline is a (opyright of Timeline Computer Enlerioiimkiii fubioimd tiy Lau . UiIeiuiuvi;
Eidos, Eidos Interactive and the Eidos Interactive logo are registered trademarks of Eidos Interactive, Inc. The ratings icon is a trudcmuik of ilie lulerotiive Diyiiul bufiwuie As.utiulioi
I? (^ @ @ T
Enjoy your stay in paradise.
www.eidosmteractive.com
The godfather of gangster sims
is back* Rule the streets of
Prohibition-era America with your
own brand of 7iolence and
greed as you build the perfect
organized crime machine.
It*8 terribly wrong. Of course,
that’s what makes it fun.
It’s Disturbingly Authentic
www.gang8ters2.com
eidos.com
lAMD^I
ionstorm.com
All tighls reswvt’O. lO 2UiJ(i ION Siotm, Eiflos, Eidos Inleriiidive, Inu., ;ind Hie Eidos Inlefaflive, Itie loge aie feyisleieii tiLidemarks et Sides
I Irademntksol Advanced Micm Devices. Inc Ihe talmijsicon is a iradeniarK id llielnteiaclive Diydai SofUvaie Associaiwn A'l ngfits lesenea
ION Slofm"''. and Sty Boots'" names ami loijos ate liadeniarks of ION Stoim.
, Inc. »■' 2000 Eidos liilcraclive. AMD. Itie AMO logo. Alhlon and coniDinalions iheienl.
TOP: Assassination o(
Marlin Luther King, Jr.
(Memphis, Tennessee,
1963).
INSET: General Nguyen
Ngoc Loan shoots a Viet
Cong prisioner during the
Tet Otfensive (Saigon,
BOTTOM: Eric Harris and
Dylan Klebold at the
Columbine High School
cafeteria (Littleton,
Colorado, 1999). This
scene was taken from the
security camera and ran
on the cover of litns.
iHr k
Li
COMPUTER EAMINIi WDHltl •
D ilcsc startliiii;, liunc-cliilling .screenshots ilo not advertise the “next
hig thing.”
What you’re .seeing is 40-year-old Jon Maddock’s amalgam of history
and pop culture. As with THl-i SIMS, whether yon see a message, the
medium, or a comhination of these is itseh' the point.
Haddock, a computer systems administrator, recently displayed prints
ol' Screenshots, his 20-piciure exhibition, at the Arizona State University
Art Museum. In true gaming fashion, the original images are SOOxbOO
and 72 dpi, drawn with Photoshop and a Wacom pad.
Haddock’s concept for Screenshots took root in the mid- 19905, when
the artist first saw iniellectiial property becoming a big issue on the
Web. He noticed that people no longer irsed historical images on their
homepages. “)nsr the fear of being sued was stopping people from using
litem; it instilled a climate of fear. It was less rich, more restrictive, and
more commercial.” Haddock, who lives in Arizona, believes that people
have a right to historical legacy — and total access to it.
Hy re-creating these famous images in a new medium, he aims to give
ownership of these events back to the publie. (True to his own beliefs,
his images are all freely available on the Web for personal ii.se.) Rut why
game screens?
“I wanted to reach kids with my message — gaming was a medium 1
could adapt to,” the artist explains. Ironically, he’s never played THK
S1M.S, but his appreeiation of its isometric perspective — along with such
games as CAPTAIN MAGNH'l'O and LBGKND OP ZPLDA— provided
inspiration for Screenshots.
A scene from .Mnrv Poppins cms sit next to the assassination of Martin
Luther King, Ir. because Haddock connected with the scenes in the
exact same way — through print and television. “I wanted to use univer-
sal images that emotionally affected how 1 turned out as a person. Roth
lictional and nonllctional events, they came to me the same way. f was
Columbine Revisited
The most disturbing image of the series may be of the Columbine
gunmen, armed with shotguns in the cafeteria. In the aftermath of the
shootings, the media pointed fingers at computer games. The irony,
however unintentional, is plain and clear. Haddock’s intent, however,
was not to trivialize any of the .scenes. In fact. Columbine had a more
persona! effect on him than most.
‘•My girlfriend was murdered when 1 was 18. If someone had taken a
picture of that moment in time, I wouldn’t project my grief and anger
at the photographer,” he soberly confides. “With all the research I had,
i could have done the library scene where people died, but I picked a
room where nobody was killed. I really did think hard about that. I
have sympathy for the kids and the parenis, but here I’m dealing with
affected by all these things, one way
or another.”
by Jason Babler
I
my reactions to that event. To all those events.”
The .strength of these images lies in our powerful reaction to the
juxtaposition of two different forms of media. Art Spiegelman helped
liberate the comic art form from .spandex superheroes with his Ptilitzer
Prize-winning Mnus. When the .scores of Reeihoven, Gershwin, and
Stravinsky were laced with a 1940 psychedelie of sight and sound,
animation evolved into modern art in Walt Disney’s Fantnsin.
i-Iaddock took emotionally loaded images that had been captured on
lilm and video and foctised the details through a pixilated gaming
medium. The startling result shakes us awake, and at the same time
reminds us that, whether brought to us by the matinee or the
seven o’clock news, the power of the image is the same.
Thi.s is not a game.
Rut it just might be the next big thing.
Jason can he reached at inson_bnblcr@zijJdaris.com
TO SEE THE COMPLCTE EXHIBITION;
http://whiteiead.com/jrh/screenshots/
BEi
;gd • CDMPUTtll BAMINB WDfILD
QUICK TAKES ON GAMES IN, THE WORKS
ICEWIND DALE:
HEART OF WINTER
■■■ The other big sprawling Black Isle role-playing
game (RPG) of 2000 is set to gel a whole lot big-
ger with the Heart of winter expansion pack.
Much more combat intensive than BALDUR'S GATE
II, ICEWIND DALE captured our hearts with sprawl-
ing DiD-based brawls that played like X-COM
decked out in classic fantasy drag.
In HEART OF WINTER, your heroic party is
tasked with stopping a barbarian invasion, but that
story is simply a setup for more of ICEWIND DALE'S
trademark strategically deep hacking, slashing, and
spellcasting. Dozens of new quests will allow party
members to advance beyond 20th level - all the
better for exploiting more than 80 new items and
50 powerful new spells. The game is also getting a
nice facelift courtesy of improved 3D acceleration
and (even better) an 800x600 resolution that will
really show off the beautifully rendered frigid world
of the game. wwwJ)lackisie.com
PLANETSIDE
■■■ Come summer 2001 , massively multiplayer,
persistent world universes will make the big
move away from the fairydust realm of RPGs
and into the blood-drenched arena of first-person
shooters with PLANETSIDE. We're putting our
skepticism aside for a number of reasons, the
most prominent being that the current god kings
of multiplayer massivity - Verant Interactive (cre-
ators of EVERQUEST) - are the people behind
this game.
Players will compete as mercenaries, serving
one of four corporations. Cash earned from
battling other factions can be used to purchase
better equipment. Verant recognizes the death-a-minute nature
of the first-person shooter and assures us that PLANETSIDE will
not punish players severely for dying - you’ll suffer a minimal
loss, but the goal is to encourage players to fight and not run
from the threat of being fragged. On the contrary, a growing
Citizenship ranking for participation will reward players with
improved technology and new game modes. Verant hopes this
slight RPG element will get gamers involved with their avatar
and spur them on to developing their character. We'll faring you
more details in the April issue of CGW. www.verant.com
I COMPUTER GAMING WORLO •
Serious Sam
■■■ You know what CGW likes? Dead
things. Lots and lots of dead things. That's
why we’re so excited about SERIOUS SAM. After a mind-numbing, adrenaline-pumping death
sprint through this shooter's first five levels, we feel safe to say that no other game will oarry
the DOOM-style endless horde of monsters mantle any better than SAM. Imagine being locked
in a room and beset by 300 monsters with only your wits, your chaingun, and your god to save
your ass. Imagine a good three dozen headless faomb-loting kamikaze bastards screaming
over a sand dune right at you. The absolutely relentless barrage of action in this sharp-looking
shooter should have you sweating bullets sometime in early 200 1 . www.croteam.com
■■■ File Stronghold under “Why Didn’t Anyone Think of This Earlier.’ A
blend of city-building and traditional real-time strategy, STRONGHOLD will give
you the opportunity to design, build, and defend a medieval castle. You'll start by
developing your small local economy and populace, picking a site for your
fortress, then slowly building it up - complete wrth moats, lowers, and draw-
bridges. Smart design will be crucial since you'll inevitably be under siege, forced
to unleash your vats of boiling oil as your forces try to repel wall-scaling invaders.
If the concept weren't cool enough, the pedigree of the designers gives us even
more confidence in this title: Rrefly Studios is made up of expatriates from
Impressions Software, the designers behind city builders such as ZEUS,
Pharaoh, and the Caesar series. We just hope we’ll get to see invaders cat-
apult some diseased livestock at us. www.godgames.com
♦ CDMPlIttR EltMIHE W(im
COMING SOON...
© 2000 Siraiagy Fifsi inc. All nghls rosorved. Europe Universalis Is a Iradomark of Paradox Entoftainment AB.
All fights reserved. All olher trademarks and copyrights are the properties of their respectivo owners.
Take the role of a
European superpower
at the time of the
Great Explorations in
1492. Through bold
and wise diplomacy,
skilled resource
management and
yrarhue,
Features:
• Play France, England, Portugal, Spain,
Holland, Habsburg, Prussia, Russia,
Venice, Turkey or Sweden and compete
for wealth and glory.
' Extensive and advanced options for
diplomacy, economy, warfare, colonization
and exploration, all based on actual
historical conditions .
ilQj^er«7j30itjR^nce s' to^conq uer,
f^lonizM
o ®!sa? QHDIifemMissas©
®SH? it® I (3? ^ ijrmiBitbX
"The most thorough
Cossacks
.ufopeanWirs
A New Era
Has Begun
Cossacks - European Wars is a
historical real-time strategy based on
events during the XVI-XVIll centuries in
Europe when nations and states were
created and demolished, gold was
turned into numerous armies, and
never ending wars shed oceans
of blood.
Features:
-Huge battles up to 8000 units
-16 rivaling nations with their own distinct
graphics, economics and technical development
-More than 85 real historical large-scale wars
and battles of XVI-XVIll centuries
-A huge technological hierarchy of more than
300 upgrades
-Unlimited variety of tactical and strategic
methods of land or sea war against enemies
-Full 3D landscape with real world physics
“ AUTHENTIC AND VISUALLY
CAPTIVATING...”
-GAMESPOT-
★ ★ ★ ★ ■f'f
“ 4 OUT OF 5 STARS!”
-ZD NET-
DAMING WORLD •
I t’s a good thing that the
folks at Bethesda know so
much about role-playing,
because they have a tough new role for
themselves right now: the underdog.
Four years ago, things were a lot differ-
ent, DAGGERFALL, the company’s
second role-playing game (RPG) in its
epic ELDER SCROLLS series, was a
humongous best seller and easily won
CGWs RPG of the Year award. At a
time now widely acknowledged as the
genre’s nadir, DAGGERFALL scored big-
time as the only RPG around to appeal
to both the hardcore faithful and the
more mainstream gamers.
But four years is forever in the
gaming world. Because of that,
MORROWIND, its new ELDER SCROLLS
RPG, has its work cut out for it,
DAGGERFALL is just a distant memory
to many, and newer gamers may never
have heard of the series at all. Since
Bethesda’s last big RPG, role-playing
has roared back, and all sorts of titles—
the DIABLOs, the FALLOUTS, SYSTEM
SHOCK 2, BALDUR’S GATE 1 and 2, and
EVERQUEST, among others— have
successfully captured gamers’ atten-
tion, So now that Bethesda finally has
a sequel to DAGGERFALL well on its
way, two big questions come to mind;
One, does anyone care? And two,
should anyone care?
This Is Our World
The answer to the first question is
Yes, many people care. Like the first
two ELDER SCROLLS games. Arena
(1994) and DAGGERFALL, MORROWIND
is a single-player RPG set in Bethesda's
fantasy world of Tamriel, a world with
the kind of detailed mythology and
backstory that fans of Tolkien, Feist,
and the Forgotten Realms love and
expect. It's a world that lives on
beyond the games now (which also
include the smaller-scale BATTLESPIRE
and Redguard), with thousands of
obsessed fans who know more about
Tamriel than the game designers them-
selves; they flood message boards,
write fan fiction, and even post pic-
tures of themselves in Tararielan garb.
The reason they care, and— to
I 1 1 1 1 1 1 1 —
BENBE: Rflle-Plavinn » RELEASE DATE: Qd 01
PUBLISHER/ DEVELOPER: Bethesda Saltworks
CONTACT: www.bBthsoft.com
PREVIEW
answer our second question— the
reason you should care, is that the
ELDER SCROLLS series, perhaps more
than any other computer RPG series,
has always encouraged non-linear,
open exploration rather than forcing
you down a fixed path— like an
online RPG, without the lag and the
player-killers. Bethesda has created a
world, through its RPGs, that you can
live in for hundreds of hours at a
time, without the monthly fee.
ARENA, the first game, gave you
the entire world of Tamriel to
explore. DAGGERFALL narrowed the
scope to just two of Tamriel’s eight
provinces, and still gave gamers
somewhere in the neighborhood of
100 hours of gameplay, MORROWIND
narrows the focus down to just one
province— MORROWIND (more specifi-
cally, the volcanic island continent of
Vvardenfell)— but again, this will not
translate into less gaming: it just
means that Bethesda will flesh out
the one region in even greater detail.
"We didn't really like the result of DAGGERFALL,” admitted
project leader Todd Howard. "There were about 20 to 30
hours of good gameplay, but then it began to just be the same
thing over and over again. We went into MORROWIND think-
ing that less is definitely more."
To avoid that feeling of sameness, Bethesda is eliminating
one of DAGGERFALL's key features: the random location and
NPC generation. Instead, every location and NPC is being
uniquely crafted for the gameworld. To illustrate the change
in scale, Howard said that instead of the rouglily 10,000 towns
DOES THIS ARMOR MAKE MY BUTT LOOK BIG?
Yniill he able tu switch tu Ihitd-persoji moilc, hut the game is
and cities you could have visited in the locations in MORROWIND.
previous game, Morrowind will have 30. DAGGERFALL’S
Likewise, the game's dungeons will be of a fandom Incations.
fixed number, but all will be hand-crafted.
At the time of this writing, Bethesda was still being very
tight-lipped about the main storyline, revealing only tliis
much; You begin the game by being released from a prison
ship (for what is up to you) onto VvardenfeO, where a “magi-
cal evilness” emanating from the island’s volcano is threaten-
ing the land. You're given your freedom in exchange for
performing certain tasks— but whether you perform them, or
do anything related to the main plot at all— is
up to you. Howard estimated that the "main
story” takes up only about 20 to 30 percent
of the game, and that there will be plenty to
do after that storyline is wrapped up. The
world will proceed apace— with certain time-
sensitive side quests— and it will be up to
you to participate or not.
All This, and It's Not DOS-Based
Bethesda started working on MORROWIND
immediately after DAGGERFALL, according to
Howard, with an original intention of getting
it out in 12 to 18 months. But the developers
regrouped as their ambition, especially in
terms of graphics, increased. "We were sick
of RPGs looking ugly," said Howard simply.
"We wanted to push the limits.”
It shows. Although they're being coy about
the engine’s origin, we can teU you that it's
a full 3D engine (supporting Direct3D only),
not related in any way— thank goodness—
to Daggerfall’s DOS-based engine. Howard
• COMPUTER GAMINS WDRLQ
filiiliiii
PREVIEW MORROWIIMD
SMELLS LIKE CRAB Concepi 3>(
ami sctecnshot from the Coimci! walked me through various indoor and out-
disliict III the town of The ^ environments, cycling through day
dark elves have biiill pari of the city , , , . , r ■ o,
inside of a prehisloriu crati. and niglit-and it was beautiful. Charac-
ters, items, weaponry, and armor are all
rendered in exquisite detail— if nothing else, we
won't have to say that MORROWIND looks good
"for an RPG." The perspective is still first-person
(though you’ll be able to switch to third-person),
and you can play using the full screen— the inter-
face is practically transparent. Stats, inventories,
and other screens will all appear in toggle-able,
resizable windows, so you can have up as much or
as little information as you wish.
As far as that little matter of gameplay goes, it’s
too early to tell. Neither the charaaer generation
nor magic systems were in place at the time of my
visit— and the game is still a year away. About char-
acter generation, all Howard would say is that it was
partially inspired by SYSTEM SHOCK 2's opening, in which you make your stat choices in-engine
as the game begins. As in DAGGERFALL, conversation will play a big part in how your character
fits into the world over time— how you treat and talk to other players will come back to haunt you
if you're not careful. You can taunt, intimidate, or even bribe an NPC to get information, for exam-
ple, but that may affect how they and others treat you next time around. Combat, too, will be
somewhat similar to DAGGERFALL, with a variety of attack styles— though more attention is being
paid to a weapon's weight and speed. A dagger, for example, will be
able to mete out, say, 4 points of damage per hit very quickly, while a
long sword will issue far more damage, but at a much slower rate
of attack.
MAPQUEST MORROV/IND takes place
entirely within the one province - a nar-
rowing of scope liver the last two games.
rV Like DAGGERFALL, MORRDWIND
II rlay/night cycles, as well as vaiiable
ncatii^i. u.it this lime, it'll actually look good.
Plug In, Tune In, Drop Out
Bethesda’s ace-in-the-hole for MORROWIND, however, is nothing
within the game, but a tool that will accompany the game: the Elder
Scrolls 3 Construction Set. This tool, which is essentially the same
one being used by Bethesda to create the game, will allow users to
create or modify any aspect of the game— and share those creations
(as plug-ins to the main game) with other users. The possibilities
are limitless. You can create quests, characters, objects, monsters,
weapons, buildings, entire towns- anything, really— and stick them
into your game or share them with others
online. In addition, you'll have complete
access to tweak the stats of every single
item or character in the game— making
things as hard or easy on yourself as you
want (a move, Howard said, that was
inspired by 3DO's HIGH HEAT BASEBALL
tune files, oddly enough). Want to make
yourself an unbeatable badass? Go
ahead. Having trouble beating one par-
ticular monster? Give it an attack
strength of zero. “It's your game,” said
Howard. “You can do what you want."
Thus, though MORROWIND is single-
player only, Bethesda is hoping to build a
thriving online community, a la THE
SIMS, where users will go to exchange
files and keep the game alive indefinite-
ly. It's a brUliant idea, and the surest
sign that Bethesda, despite its old-school
roots, is making an RPG that will
matter to 21st-century gamers.
That’s the theory, in any case. We’ll
revisit the game later this year, as it
gets closer to completion, to see how
well Bethesda is pulling it off. GST?
EVERYONE
THE CAME
Remember how the west was won? It won’t hl i p you ut nl
Set in the wildest days or the Wild West, America is the only ih;.. ^i\es yoii
the means to reshape the landscape of 19th century America \\ ith siunnin^ a - i Iu i; u ii .
REAL-TIME STRATEGY DATA
BECKER DIGITAL GAMEWARb
For more information about America, visit www.game-america.coni <»i
PREVIEW
Enter the mind of Clive Barker
by George Jones
COMPUTER GAMINE WORLD • cgw.gai
Clive Barker’s
Creature Double Feature
Consistency in the horror/action space is crucial in terms of game-
play; unrelenting action that keeps the player off-balance is para-
mount. Realizing this, the design team is avoiding the temptation
to begin the game with frogs, flies, guards, or the usual uninspired
starter enemies. This isn’t to say that the game will start at a high
I f Dreamworks Interactive wants to succeed with its
upcoming horror title, it need meet but one challenge; to
be consistent. Consistently scary, consistently frenetic, and
consistently Iritting you over the head with unexpected twists,
turns, and frights. Otherwise, Dreamworks might as well forget it—
in the horror genre, four freaky, edge-of-your-seat hours of gameplay
are quickly forgotten if the remaining 20 hours ate the same-old,
same-old. Especially in the post-HALF-LIFE world.
So rather than taking the well-worn approach of building a 3D
shooter and turning it into a horror game, the UNDYING team is
intent upon building the horror game first, then translating the
experience into the first person. To accomplish tliis, the team
enlisted the aid of Clive Barker, who has played an active role in
developing the game’s narrative, pacing, and cinematic effect.
An example of the horror maven's influence is the decision to
change the main character from the aristocratic Magnus Wolfram
to the more down-to-earth Patrick Galloway. Ever the storyteUer,
Barker explained to the Dreamworks team that UNDYING would
create a stronger connection between player and character if it
featured an accessible hero. In this way, gamers will sympathize
more with Galloway as he tries to prevent four ghostly siblings from
slaying his good friend Jeremiah.
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preview
level of difficulty. The Howlers— the game's first monsters— are fairly easy to kill. But
they're intelligent, super-creepy, and appear in large enough numbers to make the
first stages of UNDYING quite memorable, and quite fim. When's the last time you
got to mow down monsters DOOM-style?
The game gets only more intense from here. The monsters get more vicious and
more intelligent; at one point you run into Jemmas, huge golem-like creatures that
can evade your fire and shoot at you from a distance, then drop their range weapons
and engage in hand-to-hand combat. Amplifying (and personalizing) the monsters’
ferocity are MORTAL KOMBAT-style death cinematics featuring Patrick Galloway
getting sliced, diced, neutered, and eaten. They’re violent, to be sure. But they’re
also entertaining in a Nightmare on Elm Street sort of way.
UNDYING breaks from typical first-person fare with a weapons and inventory sys-
tem that combines eight standard weapons and 16 magical spells. As you move
through the game, you’ll accumulate weapons such as the revolver, spear-gun, and
dynamite.. .all of which feature alternate-fire modes. But as the game develops, you
also gain access to an inventory of offensive and defensive spells, each of which can
be powered up.
The unique nature of the spells— which serve as one of the game's reward mecha-
nisms— creates some much-needed variance in the realm of the 3D shooter. Skull
Storm, for instance, summons cackling demon skuUs that chatter like Beavis and
Butthead before you launch them at your enemy.
Players will also use their spell inventory to solve various game puzzles that the
designers hope will help create proper pacing for the game. Also key to the experi-
ence is the large number of in-engine cut-scenes; They flesh out UNDYiNG’s story-
line and, under Barker's direction, should amplify the tension.
Amazingly, Undying has moved through Electronic Arts’ development queue
without the kind of hype or hoopla a title this promising usually receives. Given the
glut of mediocre 3D shooters and the general lack of success in the horror category,
the media spotlight has tended to focus on well-known franchises and sequels
instead of upstart titles such as this one.
All of this may work to UNDYiNG’s advantage, however. After ah, surprise is one
of the key ingredients to horror. UNDYING should be out around March 2001.
COMPUTER CAMINC WURLO • cgM.gjmespoI
Ouer 1,000,000 Copies Sold in Europe
Rmerica is being inuaded by these top-selling
games of challenge and aduenture.
www.jowood.com
©1999-2001 by JoWood Productions Software AG
Si
liiv' ‘ji'iil-'iv.'f’j!
DUNE^
Giedi Pnifnfe
',-v'dameworld *Z
‘ V|in a series of 4 ads
Actual
In-Game
Screenshot of
Giedi Prime
Command one of 3 unique sides
that fits your styie of play, be if
honor, evil or deceit.
Q Buiid alliances with any of 5
powerful subgroups to gain
access to amazing new
technologies and units.
T Do real-time battle on over 4
unique worlds as you plot your
course to the Imperial Throne.
J Create exciting tactical situations
using diverse new units, such as
the towering Kobra cannon and
the hulking Minotaurus war
machine.
9 Lead your forces through both
large-scale planetary strategies
and cunning ground-level tactics.
p: Plunge into the full 3D universe
of Dune - one of the greatest
science fiction sagas of all time.
U Wage multiplayer war on the
internet or cooperatively in
‘ campaign mode.
Visit wvvw.westwood.com
for more information.
Cm’ItGHWOl
b.l'B «
Bp' 1
Lj j
ir'St' ml
Weicome to the ODDpsrslown
mOm
J JjJililj;
of Computer Camos
■lA iiMIHIIllill
Grim Fandango
E vcrv mciliuni aspires to
be reteiTcd to as an Art
Form. Films, prose, visual
experiences — while all of these
have “legitimate” claims to
being considered art, it’s hard
to argue the case for games.
Partieulati)’ when the majority
of the medium is filled with
pixels hitting and shooting other
pixels with a monotonous color
palette. That was before GRIM
FAXDAXGt).
Frtim the day l.ucasArts
released it, GRIM F'AXDAXCiO
was destined for the CfflF Mall
of Fame. The visuals are an
eclectic blend of Mexican folk-
lore, Kd Roth, and C.cisab!nuca\
no {>ther game manages to sue-
cessfully fuse .Aztec architecture
with Hitchcock’s visual design.
Its music is a never-heard-before
blend of Big Band and mariaehi.
All of this is fleshed out with a
smart .script that brilliantly mixes
in elements of Cbinatomt,
Glcnjinrry Clcn Rtw, and the
Mexican Day of the Dead. Top
it off with the rock-solid,
traditional graphic •adventure
gameplay that veteran designer
Tim Schafer has
perfected, and GRIM
FAXDAXGO makes a
strong supporting
argument for those
who see gaming
as an art form.
As with
BA’ITI.HZONF: and
SAXlTARll'.M, it’s
a shame that this
true work of
digital art didn’t
succeed on the money-
making level.
John
Carmack
A fascinating plot; beautiful and
original art direction; memorable
characters; excellent saipt and music;
puzzles are generally "just right.”
“Epic isn't a word normally
associated with LucasArts
adventure games. That term
conjures up images of The Ten
Commandmenfs or Lawrence
of Arabia, but not of, say, THE
CURSE OF MONKEY ISLAND or
Full throttle. Yet, Tim Schafer’s
newest adventure game, GRIM
FANDANGO, fits the criteria
quite well."
- reviewed by Thierry Nguyen
F or the population at
large, the events
that people knew'
would change history were
the assas.sination of J.F.K
and the ftill of the Berlin
Wall. For gamers, it was
seeing DOOM. In one
brief moment — walking
down a corridor with our
“head” bobbing naturally,
COMPUTER GftMINC tVORlD • cgw.gemetpol.i
Half-Life
G cc, here’s .1 siiiprisc, hull? The fact is, the C(»U' editors knew that HAI.h'-LliT? would
end up in the Hall of Fame prohably a day after the game shipped two years ago.
because all you hai e to do is boot it up and play through the brilliaru and frightening
opening scene to know you are dealing with something rare and special.
Incredibly, Valve Software had never made a game before, and none oiTis saw it coming.
Hut HAM'-I.IFTl’S relca,se was one of those watershed moments in computer gaming, immedi-
ately shaming every other hrst-person shooter in exi.stence, sending other developers into a
panic and back to the drawing board, and becoming the benchmark t(>r the genre ever since.
H.\l.l--I.Il-i; had it all: a fantastic storyline, intense gamepiay, outstanding level design,
genuinely scary monsters,
e.xcellent Al, and robust
multiplayer support that
helped create a still-thriving
commuiiiiv of mapmakers
and mod-makers. H.AI.I--
Lil'H, simply put, is one of
the greatest pieces of inter-
active entertainment ever
made, and a must-own title
for ev.
February 1999
Awesome storyline;
intense, nonstop action;
scary monsters, super creeps; atmospheric music and sound effects;
inventive level design and weaponry.
“Half-Life is not just one of the best games of the year. It's one of
the best games of any year, an instant classic that is miles better
than any of its immediate competitors." - reviewed by Jeff Green
hearing an Imp snort nearby
lives had changed. Forever.
DOOM \\’as the product of a small group
of developers at id Software, but we all
know who created the underlying technolo-
gy’. John Carmack’s reputation as a program-
ming wtmderkind was founded the moment
DOOM went live (and subsequently crashed
several sen'crs due to overwhelming
demand). This is all the more rcniarbble
considering tliac most of his programming
knowledge was sclf-raught.
But Carmack didn’t just create great
games, he created an entirely new gaming
genre. The world had never seen a fest-
paced fii-st-pcrson sliootcr before
WOLFENSTEIN 3-D. Gamers had never
experienced a multiplayer deathmatcli before
DOOM, QUAKE marked the dawn of the
3D era. These games defined first-person
gaming for yean, and it w'asn’t until HALF-
LIFE came along in 1998 and UNHEAL
TOURNAMENT in 1999 that anyone
seriously challenged id’s dominance in
the genre.
E\’cr pushing tlic boundaries, Carmack’s
networking code in QUAKE enabled
action gamers to go head to head on die
Internet for.the first time, Quakeworld — a
free add-on from id— made it easier to find
opponents online, and lielpcd pave the way
for host sites like Gamespy’ and BatileNct, as
well as multiplayer frag fests like TEAM
FORTRESS CLASSIC and
COUNTERSTRIKE, QUAKE elans sprang up
all over the world, followed by regional
gaming tournaments and QuakeCon, which
draws thousands of gamers to an annual
competition in Dallas.
All of this would not be possible, or
would exist in a far different form, were it
not for John Carmack’s rapacious intel-
lect, programming genius, and dedication.
His views on technical openness, and early
support of game mods and open source
code have had ftir-reaching affects on
the industry.
For the enormous influence he has had on
computer gaining and his continuing com-
mitment to advance the state of the art, we
proudly induct id owner and lead program-
mer Jolm Carmack into the Hall of Fame.
The CGW
Hall of Fame
People
Sid Meier, Bams designer
Dani Bunten Berry, 8eme Designer
Games
Alone in the Dark (t-MoUon, 1992)
The Bard’s Tale (EH, 1989]
Battle Chess [lnterplay.1988)
Battleground series (TelsnSofL l99S-pceseni]
Betrayal at Krondor (QyDainix.1993]
Chessmaster (^ftwareloelwsrks. 1986)
Civilization (MlcraPmse, 1991)
Command & Conquer (Viigiii/Westwood Studies, 1S9S)
Crusader: No Remorse (Origin. 1399)
Day of the Tentacle (hicasAris. 1993)
Diablo (Blizzard. 1997)
DOOM (id Software. 1993)
Dungeon Master (FTl Software, 1987]
Earl Weaver Baseball (EA. 19B6)
Empire (Irrterste!, 1978)
F-19 StealUl Rghter (MlcmProse. 1988]
Falcon 3.0 (Spectnim KoloByie. 1991)
Fallout (Interplay, 1937)
Front Page Sports: Football Pro [Dynamo. 1993]
Gettysburg: The Turning Point (SSI.1S8B]
Gunship (MiemPmse. 1966)
Harpoon [360 PaciDc, 1989]
Heroes of Might & Magic II [flew World Computing, 1997)
Kampfgruppe (SSI, 1935]
King’s Quest V (Siena On-line. 1990]
Lemmings (Psygmsis. 1391)
Links 386 Pro (Access Software. 1932)
M-1 Tank Platoon (Microf^e, 1989)
Master of Magic (MicroProse. 1991)
Master of Orion (MicroProse, 1993)
Mech Brigade (SSI. 1985)
MechWarrior 2 (Actmsion. 1995]
Might & Magic (New World Computing. 1988)
M.U.LE. [EA.19S3)
Myth (Bungle, 1997)
Panzer General (SSL 1994)
Pirates! (MicroProse. 1987]
Quake (id Sotlware, 1938)
Railroad Tycoon (MicroProse. 1999)
Red Baron (Dynamii. 1999)
Hie Secret of Monkey Island (licasAils. 1990]
SimCity (Mans, 1987]
StarCraft (BOzzard, 1998)
Starflight (EA, 1986]
Tetris (Speclntm l!Qloliyle,19B8)
Their Finest Hour (LucasArts. 1989]
TIE Fighter (UroasArts. 1934)
Tomb Raider (Eidos. 1996]
Ultima Mi [Origin Sptems. 1983)
Ultima iV (Origin Syslems, 1985]
Ultima VI [Origin Systems, 1999)
Ultima Underworld (Origin Sptems, 1992)
War in Russia (SSL 1994)
WarCraft M (Blizzani. 1996]
Wasteland (Interplay. 1986]
Wing Commander (Origin ^lems, 1990]
Wing Commander ll(0Tjp^ms.l991)
Wing Commander ill (Origin Systems, 1994)
Wizardry (SIt-Tecli. 1981]
Wolfenstein 3-D (Id Software. 1992)
X-COM (MicroProse, 1934)
You Don’t Know Jack (Berkeley Systems, 1996]
Zork (Inlocem. 1981)
|c8W.oaiilMpDt.com ■ COMPOIEB CftMinO WORLO
At tlic CDtc of Irrational’s aniliitkms project lies the same powerful
engine that designers Nick and |iilian Gollop (X-COM) chose for
llcthesda's upcoming DRHAMLAND CllRONIGl.HS title. In addition
CO making for beautiful graphics, this engine allows for fully movable
and destructible environments. FRF.HDdM l-ORO! is a mission-based
game inspired by X-C()M, albeit with a tmiqtie
twist: This
strategy experience is set in a world similar to the 6()'s Marvel tmi
verso, one of the golden eras of comics. Consider h'RlddXTM I-'ORCb
an homage to the Stan Lee and Jack Kirby era of Marvel. From the
simplistic color palettes to the naivete of the superlieroes to the
obsessive tnania of the game’s siipervil-
lains, this experience is all about eap-
tiiring the styling and altitudes of the
60's comic books and turning it into
a story-based interactive experience.
BUST!!! MISSED HIM AGAIR LOOKS LIKE NEW YORK'S
FINEST WILL BE WORKING OVERTIME TONISHTl
look and led, which instantly recalls the early work of Jack Kirhv and
Stan Lee in Tik' Avciijjm, Iron Man, ami Tahs of Suspense. L\en when
they’re rendered in 3D cut-scenes, die Ltra|ihics in FRI-LDOM l-ORCK
appear straight out of the comic pages from the early days of Marvel.
The characters are simply drawn, and their laces lack intricate details.
This facial abstraction, as Irrational Games’ General Manager Ken
Levine points out, allows g.amets to imbue the characters with more of
their own imagination. Scott McCloud wholeheartedh' supports this
notion in his all-encompassing 1995 treatise, Vniicrsrandini] Comics, a
book the FRLHDQM FORCE team repeatedly refers to when discussing
the game.
Along these lines, the characters’ backgrounds and lives arc also linear
and simple. In keeping with the retro led, the good guys are clearly
right, and the b.id guys are obviously evil. Hut in keeping with earlv
Marvel tones, while their motivations are typically tinidimcnsional, each
character does possess some emotional complexirv. Some arc haunted bv
their past. Some get along with some heroes, but not others. Some even
have sidekicks who make like the Wonder Twins and create more trou-
ble than help. Fart of your job in the game is to identifr who works
better with whom, in which situations, and against witich villains. If
Irrational is smart, the game will even give some heroes phobias of cer-
tain enemic.s — this can add some interesting meta-.i.spects to the game.
As it is, the roster of heroes in FRLKDGM FORCE, which change.s
over time, is dearly influenced and informed by some of Alarvd’s classic
do-gooders. Minute Man is dearly a goody-goody Captain America
type, who will even Iiave his own Rick Joncs-sttie sidekick. Manbot
conjures up shades of Iron Man. Law and Order immediatdv cal! to
mind Cloak and Dagger, two of Marvel's more intricate characters. Parr
of the game’s reward mechanism is that as you play ftirther into the
game, you gain .tccess to more and more heroes. ..as well as dilTcreni
heroes’ histories.
The game unravels a key mystery. All over New York, ordinarv peo-
ple, including the game’s main chanicters, are turning into superheroes
and superviilains. Why is it happening? Who’s causing it? And how do
you stop them?
Come and Get It!
The action in F'RHHDOiM FORCE plays out a lot like X-COM. .As
various wannabe world conquerors attack the planet, vou scramble to
assemble teams of superheroes to take them on. Once vou intercept the
superviilains, you enter combat mode— the core of the game.
Much like the recent FINAL FANTASY games, combat is phased real
time, meaning that each chameter has a certain amount of time for vou
to give him or her orders. The characters’ action points determine the
• COMPUTER GAMINS WORtD
number of moves niid attacks tliey can perform in a “turn,” as \\ ell as bow fast they perlbrm
them. As vou issue a command tlie game pauses automatically, then resumes combat when
voii’rc finished. The designers are hoping that this will keep the player from being over-
whelmed. Unfortunately, it could also slow down and weaken the thrill of combat.
In true comic style, heroes can fly, make superleaps, even throw cans and buses at each
other. Also in homage to tlie old-schoo! comics, some enemy characters ts ill let you know
what thev’rc going to do before they do it. So an enemy might announce his intentions to
crush vou with a car, leaving you time (if you stashed some action points) to dodge the attack.
l')uring combat, heroes can be knocked down, stunned, knocked unconscious, or get thrown
into — and occasionally destroy — buildings.
Much like X-C()M, a big part of the action consists of achieving mi.ssion objeciivcs. In one
mission, for example, you have to save the cin- fi'om giant ants. But you also have to make sure
that no innocent bystanders and police officers arc hurt.
The real wild card in FREEDOM FORCE is how well Irrational is able to load what could be
laiiiv straightforward gaming action with the over-the-top altitude and ,snie of classic comics.
Destrovabie environments, characters announcing their attacks, and even being able to select
insults to hurl at each other definitelv represents a step in the right direction. The game’s settings
What Diabolical
Scheme Is
Afoot Here?
Believe it or not, only one superhero
game [that wasn't by Acclaim) has
made it to the PC In the last 10 years.
Here are some noticeable non-starts
that promised much, but ultimately
delivered nothing at all.
Champions (Hero Software] - Debuting
on the cover of the April 1992 Issue of
Computer Gaming World, It promised to
locus on the psy-
chological drama
and story elements
of the graphic sto-
rytelling art found
in comic books.”
Ironically, that arti-
cle featured a
sidebar on the
sparse history of comic book-oriented
computer games.
indestructibles (Bullfrog] - One of Peter
Molyneaux's brainchllds. A handful of
journalists were able to get a glimpse at
the 1995 Electronic Entertainment Expo.
We saw a MAGIC CARPET-based engine
and heard Peter talk about heroes who
could heave telephone poles and build-
ings at each other. When Molyneaux left
Bullfrog, the game did, too. Gamers can
only pray that after BLACK & WHITE, he
revisits the project
Agents of Justice (Microprose] - Put
simply, it was superheroes meets
X-COM. When MicroProse started
fading, AOJ left the building, much to
many gamers' dismay.
The single game released? Legend's
SUPERHERO LEAGUE OF HOBOKEN, by
legendary adventure
game designer Steve
Meretzky.The game
received high praise In
the October 1994 Issue
ofCGW.
Real Time Space ’
Station Construction
• First Person
Combat
coming spring 2001
enter the "Dark Ore" CONTEST at;
www.raylogic.com
Windows
^ 98/2K
‘li-Si.HiKJt- Required
ttio Raylogic s)rnibol and Iho R.iylog<c name aio legislocd trademarits ol ShoLodgo, Inc.
All graphics, text and games Oepleted arD©2000. Microsolt, Windows, and trie Windows logo
are registered tradomarlis ol the MicrosoR Corporation All rights reserved.
PlEASB, HAMMER-; DON'T HURTME!
supeiheToes
u, Its Cover... Mot Even a Comic Book
CanH Judge a =Sr^-£=S;
i
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impartant, wa ata '” „ia,, and fareign
Whan its appliad ™ ^
atiaits, analng mn a .j ^ -ft) journaiis
,„™a,d.B»t«kan^^
envUonment, and politic ...
-r.r.'.“=Scr
into the "'1’"'“' b,. at of nnalaai wat and tlia
tbatimns.tltavvaeiaa-saaiv.
Hataas ai MigM and ,a.„„ibal da-
Entat tha aamia sapal^ a .apitai-
gandats witli supatpa aalvtWng tkat 'a
lm,tkak.a.iaandtaa. da ^
-tight- With tka aasad tha
cnnaantianai tabs and .^.aa.ad us.
Unitad Status tram . , But than again, isn t
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G,»en tha snccass g .igg,, m tka sama
„,,,aiisa«pa.iancing a ^
time, tka Jipgd.aut snap apsta-style
Retro Nouveau
All of Irracioiurs ideas, while promising,
underscore one \'ery big reason wliy comic-
themed games haven't been developed up until
now. iliiilding such a game is incredibly chal-
lenging, as \'ou ha\'c to successfully balance
several diverse elements. Yon have to nail down
the gameplay, which is decidedly conerece, while
at the same time capture the proper tone, look,
and feel of comic books — which by their very
panel-oriented nature, .ire abstr.icc, FRblilKYM
FOKCIH has to get its arms around something
many computer games can't; an engaging,
twi-sting storyline. Ac the same time, it can’t let
the action get redundant. And it lr.i5 to honor
an era and a genre whose time is past, while at
the same time .spooling it and creating tension
and exciccmeiu. Otherwise, it won’t be a comic
book game, just a game with a comic book
theme. There’,s a big difference.
A big part of the last dec.uie involved retro
and nostalgia. The newfound appeal of comics
is an extension of the desire to remini.sce about
simpler timc.s by embracing the pist and
making it new. When we were young,
a pair of new sneakers could make us run laster
and jump higher; we compensate by buying
S140 Nikes with real springs. Likewise, we
compensate for the .simpler pleasures of the
comic books of yesteryear with computer
games. In many ways, FRELHOM FORCIE
completes the circle.
‘nuffsaid. K'I'.V
al.so add to the oserai! \'ibe: Missions will take
place at the Empire State Building, Central Park,
and Libert)’ Island. But this sirategs' game will
need a lot more along dicse lines to fully capture
that particular vibe of fast-p.Ked action, humor,
and tension comics fons remember so well.
CliKse-iip reaction shots of bystanders and villains
during combat, plot-ads ancing scripted events
mid-mission, and interweas’ing and oscrlnpping
missions will ensure tliat the game maintains a
stead)’, intriguing pace.
Choose Your Own Comics
One of the instantly noticeable absences in
FREEDOM Force is die lack of any otlicial
comic license whatsoever. Ixvinc explains this
awav with die argument that a license iiliimatcly
proves creatively and tinancially re.strictivc. FIc’s
right — given how modernized and loaded \sith
history most sujX'rheroes are these tla)’s,
using die X-Men or die Fantastic Four would
prove tricky. Still, a Marvel license would
li.ive undoubtedly given the game some
extra exposure.
It’s probably better this w’a)’, tlioiigli, because
gamers will be able to personalize these charac-
ters. We’ll also lx able to create our own, or re-
create our favorite supcrlicriKS and villains using
F'lU-lEDOM force’s character and mission
designer in conjunction with mnlripla)'er action.
Imagine re-creating iMarvel’s Si-cirt IFurr series
with your friends — you’ll even be able to set
specific goals within die missions you design.
One touch m-inv old-sehool comic fans would
appreciate is a Marvel Team Up of sorts. If the
de.sigiicrs could generate random missions using
random teams of heroes, it would e.xtend the life
ofFRHHDOM FORCI- in a big way. How about
CBMPUTtR GIIMIWG WORLD ♦ cgw.gameipol.i
Visit www.esrb.org
orcalll-BflO-771-3772
for more info.
ESRB
Baldur’s
Shadnw.s Of Amn
Make Some of the Toughest IMnnsters Whimper Before You by Thierry lUguyen
T here are mam' monsters to
eiioose from. But the tlii'ee
that cause the most
headaches are the dragons, the
mind flayers, and the liches.
Vampires mat- be pretty bad, but
once you know about things like
Negative Plane Protection and
weapons with bonus against
undead, you’re fine. Beholders just
need either strong magic resis-
tances, or someone wearing a
Ciioak Of xMirronng. Those other
monsters, though, require specific
tactics. Learn and love these tips,
and you’ll be able to take down
monsters that make most “heroes”
flinch uncontrollably.
Dragon-Thwacker
■ If you haven't yet, check out last month’s issue for a primer on what protective spells
you should set before battle. No matter which dragon you fight, you’ll need all the
help/boost you can get. Depending on the dragon, a Protection spell would be useful also;
red calls for fire, black calls for acid, and silver calls for cold.
With one exception, you
always get the initiative. Only
one dragon will attack you
first; the others will attack
only after you've insulted
them, or they’ll wait for you to
attack first. Use this: Place
your melee attackers around
the dragon while it's still non-
hostile. Not only will you get
to deal the first blow, but
you'll also minimize the dam-
age from the powerful Wing
Buffet attack, as it'll first have
to physically turn to face
someone, and it'll probably
hit only one person instead of your entire party, since you're spread out.
While the fighters pound on the dragon, the mages can use a few Lower
Resistances, and then follow up with direct-damage spells such as Magic
Missile. Or, if you're feeling lucky, you can try casting an instant-death spell
(like Finger Of Death) and hope that the dragon fails the saving throw.
FAIR FIGHT Get the drop sn
a dragon by surrounding it
while It still thinks you just
want to talk to it
Lick the Lich
■ Liches are the ultimate spell-
casters. They're also undead. First,
send a "sacrificial iamb" (a fighter
buffed up to the max with spelts
and items to boost magic resis-
lance/saving throws) to absorb the
initial spell attack (usually Tima
Stop followed by several death
spells). Then, have your mages tear
down the tich's magical defenses
and let your fighters pound on it. if
you happen to wield the Oaystar
longsword, use its Sunray ability.
For the one demilich, you're
going to have to pray. The design-
ers at Bioware recommend
sending in a buffed-up paladin
Flaying of the Mind
■ Iliitliids (a.k.a. Mind Flayers) seem
CO be grossly unfair, as not only do
rhey instantly conflise and dominate
you w'ith clicir psionic blasts, but tlicy
also can “suck your brains.” Meaning
that if they phssically hit you, you ha\e
about nvo turns before yon suddenly
collapse dead, unless you kill them.
Fortunately, two citings will help
)'ou prevail; strong lighters, and the
priest spell Chaotic Command.
Chaotic Command grants complete
immunity to any mind effects an
enemy will rhrotv' at you. You’ll know
about every illithid encounter ahead
of time, so make sure to memorize a
tew of these. The best thing to do is
buff up your toughest fighters, ca.se
this spell on them, and let ’em tear
the illithids apart. With their psionic
blasts nullified, illithids can’t really
stand up to a burly fightcr-type smack-
ing them repeatedly with a weapon,
and even if one docs manage to start
the brain-sucking process, your fight-
ers’ mclec-mighc should kill it before it
sucks you dry.
(the Undead Hunter kit works
best) wielding the Holy Avenger.
I'd also recommend casting the
level-five spell Immunity, and
specifying "Abjuration" to counter
the Imprisonment spell. Without a
paladin, you'll need either *5
weapons to even hit the demilich,
or several Lower Resistances
followed by some direct damage
speils (Melf's Minute Meteors
works well) to take it down.
SUNNY DEADLIGHT Try Eii
pnesi spell Sunrsy or Daystai's
Suiuay ability in we,nkeii, or
perhaps oiiliiglil destroy, a lief
• COMPUTER CAMING WORIO
Red Alert 2
lips for Multiplayer Mayhem by Jason Kapalka
W liilc RKl) ALERT 2
h;\s shifted and tuned
the game balance from
earlier COMMAND & CONQUER
titles, these strategies remain
timeless.
BUILD ORDER
■ What to build first? A War Factory or
another Refinery? Many RA2 players
have a religiously codified build order
they follow for maximum efficiency, and
while few can agree on the single best
formula, here’s a good place to start:
Power Plant
Barracks
Refinery
War Factory (+2 Harvesters)
Airport/ Radar
....Power Plant
Refinery
Battle Lab
On a water map, you may want to build
a Shipyard before you go for the Battle
Lab, since it’s nearly impossible to do
so later on if your opponent gains sea
superiority.
IT’S THE ECONOMY, STUPID
I A lack of money Ml! cripple even the mosr brilliaiu general. The key is to get a good
constant income without leaving yourself open to an early assault by building too many
Uar\'esteni. To this end, most players favor building at least two Ore Refineries fairl\’ early
on; if your only Refinery gets destroyed, you c.ui easily end up in a bind where you have
to sell iocs of other buildings to get the cash needed to rebuild it.
As for Harvc-sters, a ratio of 2.5 for every Refinery seems to work well — that is, with
ts\-o Refineries, yon sliould have five Hars'csters out gathering resources. If your opponent
tend to “turtle" (build massive Rise defenses), you may be better off attacking their
Harvesters than making a full frontal assault. Once their income is shut down, you can
overwhelm them with sheer numbers. Similarly, if you’re up against someone wlio preys
on H.irvs, be sure to make extras and escort any Harvs heading into dangerous territory.
THE FINAL COUNTDOWN
■ A nasty Soviet strategv’ tor IJbyan
players is to build multiple nemdition
Trucks, then pack them together and
hit them with the Iron Curtain. Drive
the now imulncrable trucks into key
locations in ttie enemy base. Your foe
can do nothing but wait for the Iron
Curtain to wear off, at wliich point the
fireworks begin.
AIRSTRIKE TACTICS
■ In all cases, air attacks become much less
effective once you lose the element of surprise
and your opponent begins building serious
anti-air. For this reason, keep your air units
well to the back of your base, hopefully out
of radar sight, until you’ve built up an over-
whelming force — for the Allies, tliis means
eight or more jets; for the Soviets, four or
more Kirovs. Then make sure you take out
the Construction Yard with your first sortie,
or you can expect a storm of tlak on your
next llvovcr.
TIME TRUCKERS
■ Allied players fond of Chrono Legionnaires may find it more
useful to put them into IFVs than to let them run about on
foot. Though they lose the ability to teleport while in an IFV,
they become much tougher, and their weapon increases in
effectiveness. Moreover, they can now maneuver around with-
out the period of vulnerability their regular teleport entails.
PARATROOPS FOR PENNY-PINCHERS
■ When they're selecting their county in multiplayer, Allied
gamers who aren’t planning on mounting massive air-
strikes with the Korean Black Eagles should usually go for
America, with its paratrooper assault. Even if you can’t use
them to take out lightly defended enemy structures, it’s still
$1 ,600 worth of free infantry every few minutes. Defensive
players may prefer the French Grand Cannon, but it’s
generally less effective than a network of two or three
Prism Towers.
CHROfiOIVAN
■ Ifs very hard to get this super-elite Soviet unit, making it more of an Easter.egg
than a viable strategy, but it's still pretty cool. You'll need to mind-control an Allied
Spy using Yuri, then send the Spy into your opponent’s Tech Center. You’ll then be
able to build the expensive Chrono Ivan unit, which sets time bombs like the regular
•: Ivans, bul'has the added ability of being able.to teleport anywhere on the rnap, . .
Needless to say, this can wreak havoc on undefended base interiors of fields of
unescorted Harvesters. ■
HOTSHOTS
Soviet V28 are best
used at a distance on
stationary targets
like buildings.
No One Lives
■ You can’t kill everyone you see while you're sneak-
ing into the facility in the third level of “Trouble in the
Tropics,” but you can menace them. A few karate
chops to those pesky alarm-sounding scientists will
leave them literally cowering in fear for the duration
of the level - they'll never hit the klaxon and you can
move by them freely.
■ Just because you can't blow your cover doesn’t
mean you can't blow away bad guys. You can pre-
vent alarms and clear out rooms by parking yourself
in front of the alarm pads and mowing down guards
that try to trigger the alarm behind you. Just make
sure you and the resulting corpses aren't in front of
a camera.
■ Sniper rifles are great tools for scouting out areas
ahead of you. If you do this a lot, make sure not to
fire your last bullet, or the scope will be disabled.
■ Kicking Armstrong's arse is tough, but not impossi-
ble. Time your blows to hit just after he throws an
uppercut, and jump into the air right before he
punches the ground. Alternatively, you can jump on
top of his head and smack away -- he won’t be able
to lay a hand on you.
I Barking Dog Tells You How to Beat Mission 7
Save all the refugees without losing a single ship!
■ The Beast Cruise Missiles will come in four. waves; each one
larger than the last, and the last two escorted by Interceptors.
The best way to save the refugees is to see as much of the area
as possible, while fielding as many fighters as your support limit
will allow. If you have lots of resources, dock your workers and
keep them inside. Ramming Frigates are useless here. So while
Hive Frigates can be micromanaged effectively for long-range
intercepts, your best bet is to retire the iow-
experience ones and keep the skilled captains
close to the Kuun-Lan, set to Aggressive.
To save all the refugee ships, you'll need six to
eight Recons, spread around the edge of the
level, to give yourself maximum targeting and
interception time on the incoming Cruise Missiles.
As soon as the imission starts, spread these
' Recons across the level, Soon, you'll see the flight path the
convoy ships are on, as they pass from slipgate to slipgate. Drive
your command ship in a straight intercept to this flight line while
building at least 30 Acolytes and 21 Recons.
Separate the Acolytes into attack groups of five each, the
Recons into groups of seven. These flight groups will act as your
interceptor wings: Position them near the edges of the level, half
high and half low, with more
groups positioned towards
I the slipgates. Leave only one
group guarding the side you
entered from, as you will
have plenty of time to inter-
cept any group that comes in
on that attack vector. While
the Recon groups have less
^ firepower, they can get
* somewhere in a hurry, and
you should use them for
emergency interceptors.
if you do this, the first two
waves should be relatively
easy to deal with - but do
^ not let your interceptor wings get pulled too far out of their
initial guard positions, as the 3rd and 4th waves of Missiles
are the most dangerous. The key to surviving these two
waves is precise use of the Sensors Manager to distinguish
Beast Escorts from the Cruise Missiles. The Missiles will
continue to be the real threat, so ignore the escorts until
the Cruise Missiles have been destroyed. The most danger-
ous attacks will come from the general area of the exit slip-
gate, so station three or four interceptor wings in the area.
^ If you have any Sentinels, they should be set on Aggressive
k ' and stationed here.
• CDMPUTCR GAMING VIIDflLD
RQllei:.C.flaslfiLlY£iMi
Looking to Add EKcitement to Your Park? Use These lips From Game Designer Chris Sawyer
SWAI.ailil£.£tliliQQ
Multiplayer Team Tactics by llaphael Lifaeratore
CDWPinER GAMING WflRLD » cgw.ganieapol.
■ Use tunnels to make drops more
exciting. A steep drop into a narrow
tunnel can be much more thrilling
than the same drop out in the open
air. This applies to flumes as well as
to coasters.
■ Carefully combining two or more
rides into the same area of land adds
excitement to both rides. Look for
ways to intertwine attractions.
■ Let the guests see other rides
while they’re on another. Run a log
flume through the vertical loop of a
roller coaster - imagine the log
flume riders’ surprise when the roller
coaster train roars through the loop
and over their heads!
■ Use the gentle rides, like monorail
and miniature railway, to allow
people to see the best bits of the
park. This will make the ride more
exciting and will also entice them
onto the more thrilling rides later.
■ In every multiplayer game, assign an element
leader to each team for better coordination and
supervision during team movement. The rest of
the players should concentrate on searching and
providing cover.
There are two modes for room clearing: Stealth and
Dynamic. Using Stealth Mode, a team stops at the
door and stands ready. The first member of the team
begins slicing the pie to search the room for sus-
pects and/or hostages. Use the optiwand if needed.
After the search, the assaulters step into the room,
with the second and subsequent assaulters moving
into the room in a button-hook fashion, peeling off left
and right. Always have the rear assaulter “checking
their six" (rear). Players should use the “Copy" and
"Clear" keys for team communication.
For Dynamic Mode, the Point of Entry (POE) is the
point at which room clearing requires “Breach, Bang,
and Clear.” The team quickly assembles in a stack at
the POE, where the first player checks for locked doors. If the entry point
requires an explosive breach to enter, the second assaulter moves to one
side of the opening, while the rest of the team stacks on the other side.
The second assaulter then breaches the door. Once breached, the first
assaulter quickly tosses an NFD (flashbang) into the room, waits two
seconds after detonation, then moves into the room - followed fay the rest
of the team, each splitting right or left and covering their Point of View.
IrVilh some roller ooasler types, careful use of the "head-
chopper" illusion can spice up the ride. While this single-rail
coaster has plenty of clearance, it doesn’t seem that v/ay to
the guests.
Try to Sirprise the riders. This wild-mouse-style coaster
emerges from the dartt tunnel at high speed, rounds a 180-
degiee bend in the bright sunlight, then plunges back into
darkness. That's exciting.
Clever use of theme and scenery can make even the most
mundane ride exciting. This basic car tide is enhanced by the
use of scenery, theme, variation in height, and tunnels.
Build foatpalbs close to rides, or even better, a bridge across
the ride at an exciting prnni. This gives strolling guests an up-
close look at the ride in action, which may entice them onto
the ride.
1
S Ct a r I J I Cl, e to
Chapi\el
GOD OF DEATH
offers the power of destruction
and carnage.
I gm Cb^i'nel, the Go4 ofStHfe, Loi'ci ofShuqhteYj Mgster
of Death, where there fepain,; I am. Where^there is
suffei'ing, I flourish. Without coiaflict, vvfthout struggle,
without me to hate, who would have cause to call
themselves just;’ Only a fool would seek contentment in
peace and tranquility.
— charnel, God of Death
5 a Cl . r J f f Cl e
Youj* creatures need you! Cast .deadly spells Make a Sacnfice, secure your victory, your
to aid them. God feeds well.
THE ULTIMATE 5 Ct c. r i f f CL e
The Holy Wai- is ovec.
The Demons of Golodotbg have been banisbe4, yet the
cost has been tefHbly nigh. The Creator, Gocl of the Fyllid,
has been c!efeate4 an4 the faith of the people has begun to
wane. Petty squabbles among the five remaining Go4s has
cause4 the (an4 to split into five mystical territories - each
at war with one another. Into this 4ivi4e4 I9n4 steps a
wizar4, a man haunte4 by bis past, whose choices will shape
the future. Which Go4 will he choose/ Will he sacrifice
himself to change this worl4 for the better, or will what
remains of this worl4 be sacrifice4 for one Go4's alone?
"Best PC G^me of the Show. "
- ECTS2000
96 out of 100, "It's worth evety penny to pick up... Seriously, this is s game of the ye^r
■ waiting to happen ane I highly lecommend it."
— CameAcIclicts
"Shiny is poise4 to do some serious damage to the conventional wisdom of what an R.TS is to be.
Sacrifice rewrites the rules and promises to be a huge hit."
— Gamers Pulse
"Undoubtedly this is my choice for the stiaiegygame of the year for 2000. "
— PC Paradox.com
"Did someone say "Game of the Year!"
— XLGamlng.com
"Buy this game as soon as it is out! You will not regret it."
— PC Monkey.com
"An average user will be flinging spells and desecrating alters in minutes. "
— Gamers Pulse
'To sum it all up, this is a great game!"
— Gamers Ed.com
"I can't imagine a better game coming out this year..."
—Jester.com
TOP TEN HOLiPAY SEASON PiCKS: "Sacrifice may Just be the kick to the buttthat
the strategy genre has been waiting for just as "Halfu^" was with the EPS scene. "
— Sharky Games
Featuring
SCAPEX LEVEL EPITOP
Ci-eate Single Playei-
Campaigns an4
Multiplayer Wor!4s
www.sacrifice.net
Animated Blood
and Gore
Animated Violence
Esrie
SACRIFICE.®?0(H). Shiny Eniort.-jinmwt Me Ail Rights Resorveo.. SaehT«e, inie
Shiny sM the Sfiny logo nrfl tradsmarVs of Shiiiy
iffiiay, mu interplay logo and 'By Gamers For Gamers’ are .trademarks of imerplay Entcriainmcnt Coro
clticrcop^ghls and tf.idemarks are properly ol Itieir respeclivg;owners All Riglils Resorved
■ While lime and money make it relatively easy to improve room scores through-
out your home, even the most contented Sims have their room ratings plummet
whenever they enter the bathroom. Why? Sims like rooms that are large, well lit,
and complicated (i.e., not big squares). Since most players would rather buy stere-
os and pinball machines for their game rooms instead of dumping high-end light-
ing and art into enormous bathrooms, their scores suffer.
But there is a quick fix-the severed head. Drop a human head in a jar right
across from the toilet, have your Sims gaze upon it, and you'll never dread poopy-
time again.
I Four Ways to Beat the Toughest Missions
T he Nuclear Dei'oinc mission is fairly challenging, partial
iarly at the higher difliculty levels; it’s hard enough just
getting your arms around the Empire you’ve inherited,
let alojie meeting the game’s victory condition.^. 1-lere are four
fiiflercnt wavs to win:
SPIES
■ You're going to need 16 Spies (at least) to successfully investigate
every city's launch codes. Send them in non-stacked groups of two -
in order to get every one of them in. Because the launch codes in the
scenario reset every six turns, don't move one in until you've gotten all
of them in position.
NUCLEAR SUB DESTRUCTION
■ This method is friggin’ hard, particularly since you have to explore
the map first just to discover all the Vendikari subs. Negotiate with
the Vendikari to obtain a map of their empire, even if it means giving
up gold (but not nukes). Your best bet is to build a powerful Navy by
stacking ships up. Remember, you have to destroy ad the subs in
one turn, or you’ll probably lose the game.
■ If you want to go the science and production route, use CTP
2’s new goal'SettIng research feature to set your research goal
to Nano Machines. This will take you via the shortest route to
the Nanite Defuser Wonder. While the research is ongoing
(boost your science as high as you can in the meantime by :
developing the Internet and science*enhancing buildings),
select one city and boost its production capacity to the max. I’d
recommend Jauf-Alpha or Joos; just make sure you balance the
unhappiness in those cities with an Arena, Shrine, and anything
else you can build. Caution: You have to decide on this strategy
^ early in the scenario, or you won't be abie to win this way. .
OIPtOIVIACY
■ Build the Empire State Building immediately - It will improve i
your negotiating stance. From here, it’s a simple matter of
using a friendly approach, advancements, and gold to get what .
you want. One other strategy is to use the diplomatic approach
as a decoy. It pays off to butter up the Vendikari while you v .
work on the Nanite Wonder or your Spy network
One other note; No maffer what path you pursue, don’t forget
about the Kariss - if you can ally with them and persuade them
fo harass the Vendikari, you’ll make your life a lot easier.
Sacrifice
Apocrypha: Shiny's Unrevealed Creatures by Tom Chick
A t first glance, these tactics may seem like
no-brainers, but since these critters aren’t
covered in llie game manual, even the most
accomplished wizard will benellt from studying the
following breakdown.
SliVIHG frSsty"
^tos' Silvcrback is
^ bear, pari eagle,
and ail colil.
Stratos
■ Flying units are important in the initial race to grab neutral souls,
because they're so fast. But since they're also frail, it's rarely a good
idea to send them into battle without other troops supporting them.
Since Stratos’ Frostwolves have the special ability of Speed, his
wizards can assemble a group of Frostwolves and flying Brainiacs for
JablierwDcky
can kick up an
earthquake.
fast early rushes that won’t crumble under a missile attack.
Stratos' undocumented creatures are the Yeti, a powerful melee
fighter; and the Silverback, a frost-breathing bear/dragon with an area-effect freezing
attack. The Silverback's Speed ability can. move it across the map faster than any of the other
powerful units.
Jnmes
■ James' Earthfiings (and their undead counterpart. Charnel's Fallen) can camouflage them-
selves to set up ambushes. When the Earthfiings assume rock form or the Fallen play dead, they
remain that way until given new orders. Wait for unsuspecting enemies to pass, and then order
them to attack. H you can coordinate this attack from behind with a frontal assault, the defender
may not, even realize it's being attacked with missile weapons. Note that while Earthfiings are in
rock form, andf Fallen are playing dead, they’tl still give you a lirie of sight;-;.so you.cari use them
as invulnerable .observation posts around 'the. map.
James' undocumented creatures are the Jabberwocky and the Rhinok, The Jabberwocky disrupts enemies with a miniature earthquake,
and the Rhinok has an area-effect spike attack. It can also summon a halo of rocks that will automatically attack enemies from a distance.
■■ FIREWALK WITH ME Tt« WatmongeT"’
hat gi<q ffttnMeL. .wS deonatfr/lDu.
Pyro
■ Pyro’s Warmonger is one of the best missile units in the game because it V.
doesn’t miss, its shots are instantaneous, and it has a high rate of fire. The . .
Warmonger can use its Firewalk to lay an ambush or to teleport out of harm's
way, Pyro's Phoenix is also an excellent missile unit, because its beams are .
powerful and have such a long reach.
Chamei
Charnel’s units are good for hit-and-run
attacks, since many of them cause poison dam-
age that continues over time and prevents healing.
Attack, and pull back for a little bit to minimize
casualties and to let the damage on your enemy
build up.
Charnel’s ultimate (and undocumented) crea-
tures are the soul-eating Hellmoulh and Styx. The
latter is a ranged attacker who throws bombs and
can eat friendly souls from a distance. Eating souls
makes the Styx more powerful, but it's also a good
way to keep your souls out of the enemy's hands,
if you can't get close enough to retrieve them. The
Hellmouth is Charnel’s most powerful unit. With a
few souls in its belly, it can take on any other
single unit in the game, Beware that soul eating is
a one-way street: Eaten souls are lost forever,
since you won’t get them back if the creature dies.
Persephont;
■ Persephoo^ Rangers can use their Divine Sight while exploring the map to
sniff out neutral souls and enemy units. Summon a Scarab and order it to guard a
group of Persephone’s rriore powerful creatures; the purring little bug's healing
abilities will automatically sustain creatures in s^ght.
One of Persephone's ultimate oreatures la the Ent, a alow but powerful guy . ... ..
who can cast a Protector sj^ll for nearby units. Protector-shielded troops backed
by a Scarab or two will prsysul in alrndat any battle, if they aren’t heavily outnumi^;;
bered. Persephone’s Dragons have' Breath of Life^ which duplicates Charnel's
Animate-spell, Keep the Dragon on a handy hot-key to quickly get dead units
back into the fray.
WALK IT OFF. SOLDIER PeisephiHie's Dragon has
breath bad enough lo raise the dead.
R^iSED, BY
t
Animated Violence
Animated Blood
Combat Flight Simulator 2
Surviving the Pacific War by Loyd Case
M icrosoft’s spiift' COMBAT FJJC.HT SIMULATOR 2 can be pretty lough, especially in some of the largei- missions.
Here are a few iiints for surviving to fight another day,
■ If you’re flying an American fighter, never
ever try to out-turn the Japanese Zeros -
it's sure suicide.
Instead, since most U.S. fighters (except
the F4F-4) have significantly more power
than either of the Zero variants, use “zoom
and boom.” Zoom in, try to rake the enemy,
then zoom away - this will compensate for
your lack of nimbleness. Conversely, if you
are flying a Zero or George, try to get into a
turning duel.
%
■ Although there are
only four wingman
commands, they offer
a lot of flexibility.
Using the “Split”
command (the “S”
key), you can spread
out your formation.
When your squadron
is sufficiently spread
out, give the attack
order (“A" key). This
enables you to perform a pincers attack on
the enemy.
■ If you're not into hyper-realism, pause
occasionally and take a look around
using the view keys. If you’re new to
combat flight sims in general, this is a
Use the “S" key to spread out your foimaUon. Then,
when you Issue the "A" (attack) order, your squadron
will attack from two different directions.
Hit-and-run tactics are best for U.S. fighters. Use your superior power to
charge a Zero, shoot like mad, then speed away, don't get into furtaalls -
a Zero's better maneuverability will send you on an express trip to the
hard, hard ground.
great way to gradually develop situation-
al awareness. Over time, you'll get a
feel for the ebb and flow of combat,
and you’ll “know” the relative location
of friendlies and enemies, even when
they're not visible.
Finally, read the manual. No, really! The
manual for COMBAT FLIGHT SIMULATOR
2 has some excellent suggestions for
tactics in a variety of circumstances.
Load Out for Winners by Tom Price
Metal GeaLSolid
Icing Liquid Snake by Alex Handy
I Your final confrontation with Liquid Snake may feel a bit like a Fr/day the 13th movie - no matter what you do, it still
seems to come back for more. Initially, you’ll have to defeat Liquid in Metal Gear itself. Get in close and wait for Liquid
to use Metal Gear’s lasers and machine guns. Once it does, hit the radar pod on Metal Gear’s left shoulder with your
stinger missiles (you don’t need a lock to fire). After you’ve destroyed the radar pod, attack the nose cone. Stay as
close to Metal Gear as possible, as there’s no way to dodge the rockets Liquid fires at you. After you’ve defeated Metal
Gear, you’ll still have to face Liquid twice more, but without the mech he’s not quite so tough as Jason Voorhees.
C RIMSON
SKiLS offers
you quite a
few options in planes
and weapon load-outs
in order to successful'
ly complete each mis-
sion. While .some of
the rockets and ammo
types do .some gcc-
whizzy-lype things,
you really need only a
few basic options to
defeat anv foe.
■ It's all about the explosive rounds. They
damage armor and plane interiors equally,
and they can be quite devastating on ground
targets. You might want to pack some lower
caliber dum-dums to finish off wounded
planes, so as not to use up valuable explo-
sive rounds.
— —
PICKING YOUR POISON Default toad-outs are for sissies.
Slock up on the right weapons, and your enemy is as good as dead.
Rockets
■ Sure, the beepers and seekers and chokers have cute names and even cuter functions, but you
really need to concentrate on only three kinds of rockets to complete 99 percent of your mission
objectives. Flak rockets are the best air-to-air weapons in the game, sending burning metal out in all
directions upon explosion, and virtually tearing other planes to shreds. For ground targets, stick to the
high explosive rockets for maximum damage. If it’s an air ship you want to sink, nothing gets it done
faster than the aerial torpedo.
® 3 extensve carnpaigns with' well bver 1 DO'
‘ mission aims , ^
® At least IQti hdufe.gfSingl^layir action
® Each stilpjna^.nypr An different Pnits.£;fl4*-J'-
- - structures i. ' : '
® Easy-to-use map editor for creating your
Owq campaigns
® Over 25 l^ultiplayer maps for'|-AN,
Internet ahd EprthNet |
PC CaAMSRS' EDITOR'S CHOICE AWARD, ID/EDOD
STRATEGY GAME OF THE YEAR, 2DD0
O 2QQ0 TLC
Entertainment
Properties LLC.
All rights reserved.
•aving
problems
.scoring in
me Puck in the Net by Jeff Lackey
Getting
EA Sports’s NHL
2001? Here’rc a
fcv\' tips kj help
you slip the puck,
past the AI goalie,
. ■ Slide the AI goalie •
slider to the left
before each game.
Even with the boost
lowered, the effect is
subtle: According to
EA, this slider affects how
likely the goalie is to mis-
judge a shot, and is most
notable when you take a
shot at the 5-hole or corners
with a big shooter when
he’s all alone.
■ Wait a second when firing
off a one-timer: You'll often
catch the goalie sprawling
and can flip it into an
upper corner of the net, if
you’re using manual aim.
■ Set your strategy to
“Crash the Net" and then
use the Deflection but-
ton, which aims your shot
at a teammate near the
goal who will attempt to
redirect it past the
goalie.
Space E m oi r e s i y
Defending Your Space by Bruce
■ Because movement from system to system in SPACE
EMPIRES IV is allowed only through warp points, these
become the focus of defense when you're protecting your
empire from enemy incursions, The most effective defense is
based on a combination of mines and guardian fleets. Lay a
heavy minefield on the warp point in the neighboring system
leading into the system you want to defend, and place a space
fleet on the warp point inside your own system. Then, when an
enemy fleet strikes your mines, you’ll not only be alerted to
their presence, but you’ll possibly be able to jump through the
warp point on your turn and attack their damaged ships. Keep
a minelayer in your guardian fleet to replace detonated mines.
Zeus: Master of Qlvmpus
Building a City for the Ages by Tom Price
■ The early years of a city’s inception can be the toughest, with or without the grace of the gods.
Finding the balance between a prospering economy and providing a hygienic and safe haven for
new immigrants is one of the keys to succeeding at ZEUS, What often happens, though, is that
you have a lot of open jobs and not enough people to fill them. That may seem like a minor
problem, but when your farms are producing plenty of food - and your people are starving
because there’s no one to distribute the goods - you have a major problem. Solution: the work-
force allocation screen, a handy little tool for directing your workforce,
Put more people on Husbandry until harvest time, then temporarily switch all those people over
to Storage And Distribution so that food can find its way to citizens, if you're building a temple,
throw your workforce into Industry and Storage And Distribution so that the raw materials can get
to the building site quicker. You might want to stockpile some food first. Just remember to redis-
tribute your workforce once you’re done dealing with the imminent issue.
■B
YOU’RE A RETIRED SPECIAL FORCES AGENT SINGLE-HANDEDLY TAKING ON AN ARMY OF TERRORISTS.
THE AWARD-WINNING CONSOLE GAME COMES TO LIFE ON THE PC WITH IMPROVED GRAPHICS
AND OPTIONAL FIRST-PERSON PLAY MODE. PLUS, IT NOW INCLUDES OVER 300 VIRTUAL REALITY
TRAINING MISSIONS TO HONE YOUR SKILLS AS SNAKE, DR EVEN PLAY AS THE NINJA.
www.mgspc.com
Metal Gear Solid" and Konami'- are registered trademarks of KonamI Co.. Ltd. Metal Gear Solid VR Missions is a trademark ol KonamI Co.. Ltd,
£) 2000 MIcrosolt Corporation. All rights reserved. MIcrosolt is a registered trademark ol Microsoft Corporation.
ufTi'
1 1 j
Tony Hawk Em-S l ala U
Making Your Sidewinder Work for You by Aiex Handy
A: Flip.
This button executes a flip trick; that is,
spinning the board independently of your
body. Kickflips, heelflips, and varials are
all executed with this button. To do a flip
trick, jump and press A along with a
direction on the D-pad.
B: Jump.
Hold it down to charge, let go to jump. Most good
players keep this button depressed whenever
they’re skating around on the ground.
C: Grab.
C grabs your board for any one of
thousands of different tricks. Tricks
such as Japan Air, Madonna, and
the Benihana are done with this
button. Use it the same way you use
the flip button. The only difference is
that you'll hold onto the board for as
long as you hold onto the button, so
be sure to let go before you land.
The longer you hold a trick, the more
points you'll get.
T ony hawk. 2 rules, but the
manual sucks. Here’s what
your Sidewinder gamepad
buttons do.
Y: Grind.
This is the button for your lip tricks. To use, jump
near a rail, edge, or lip. Then press Y as you’re
landing near or on the surface you wish to grind.
Once you’ve started grinding, you can let go of
this button. To do a lip trick, such as a handplant,
press Y and any direction on the D-pad as you
come to the top of a ramp or halfpipe.
X, Z, L, and R: Spin.
These buttons {L and R being the
shoulder buttons) spin you in
whichever direction the button is
facing. X and L spin you counter-
clockwise, Z and R spin you clock-
wise. You can usually spin faster
with these buttons than you can
with the D-pad, but when you pull
a 540 using only the D-pad, you'll
get more points than you will using I
these buttons. Also, these buttons
will switch your stance if you’re; .
facing the wrong way. (i.s., goofy
foot or regular foot). ■'
Sho gun Total War
Han’t Get Burned by Bridges by Raphael Liheratore
Bridge Crossing 101
■ River crossings require detailed planning, proper troop alloca- options to keep those pesky bodies of water from stunting your
tion, and persistence at the point of attack. Here're a couple of growing empire.
Quickly send your heavily armored units like Naginata and
Cavalry In "Loose'' formation across the bridge to establish a
foothold on the other side. Support their efforts with missile
fire by positioning archers along the riverbank. Bring them as
close to the bridge as possible, and use the "Fire at Will”
command. Once your Army successfully establishes a foothold |
on the other side, order them to “Hold Position” and quickly
move the rest of your army across the river without creating
bottlenecks on the bridge.
Another tactic involves moving your archers close to the
bridge while sending Yari Ashlgaru across the river. This
draws the enemy near the bridge so you can weaken them
with an archer assault. The archers lined up on the right
bank have already piled up a serious heap of enemy bodies
on the other side. Now that the enemy Is weakened, the red
army can send the rest of their troops across the bridge to
finish them off.
- il., -fr.l ...
GAMINE WOIIH » cgw.gimi
•Computer Games
'The best singie-ptayer
shooter of the yean "
— Computer Gaming World
’One of the best
PC games of the yean
^ — Daily Radar
Cate Archer is The
A brilliant adventure stylishly blending espionage, action
and humor set in the late ' 60 s.
Developed by:
MOHOUTH
WWW. noonelivesforever. com
a
Mild Language
Animated Violence
Comic Mischief
TM &02000Twsniieih Century PQx Rim Cwporaiion. Wintiowsisa reglsterect IraUsmartt ol Microsolt Corporation In the US artd/or i
' counirles. The ratings logo is a trademark ol the Interactive DIgilal Software Assodallon.
MechWarrior 4: Vengeance
Multiplayer Mech Mechanics by Bruce Geryk
Keep Moving
• . ■ This is probably the first piece of advice you’ll be given by . .
veteran mechwarriors, and it's the first tip mentioned in the game
manual. So why are we repeating it here? Because it's, so damn
important, that's whyl A stationary mech gives missiles a chance to
lock. on and will draw fire from' everyone. Learning to shoot accu-
^ rately.'on the move is something you. can.'t learn by reading this
rnagazine, though, so ybu’d baitef get practicing; ■
Be a Sharpshooter
■ When you're shooting weapons other than missiles, aim
for the same spot on your target each time. Spreading
damage around just keeps the enemy alive longer, If you hit a
leg. on your first shot, aim for the leg again until it's gone. Pay
attention to the target-damage indicator on your HUD.
M ultiplayer MECHWARRIOR is the ultimate
test of both your mech design skills and your
piloting prowess. When venturing into tliat
jungle, use the.se tips to increase your life expectancy.
Choose an Appropriate Mech
■ Match your machine to your playing style. Quick, agile
mechs are ideal tools for the skilled pilot who can put these
advantages to good use on the battlefield. If you’re just a
beginner, though, you’ll find this kind of mech less a help
than a hindrance. A slow, stable mech with some long-range
missiles allows a newcomer to stand back and deal damage
from afar.
Choose Appropriate Weapons
■ Weapons like the gauss rifle may cause a lot of damage,
but the long recharge time (and limited ammo) means you
need to make every shot count. For beginners who have a
tendency to miss their shots a good portion of the time, auto-
cannons or machine gun arrays are a better choice, although
they do far less damage.
When playing games like Attrition that reward not only kills but
! also damage you've inflicted, make sure to take some rriissites
along. Missiles cause splash damage - inflicting damage not only
to the target they hit, but to adjacent areas as well. This
translates to more points.
Use Your Jump Jets, if You Have Them
■ Jump jets can get you out of tight spots very quickly,
When you're using them, make sure you have a place to
escape to, such as over a nearby ridge or to the other
side of a building. But an airborne mech makes an invit-
ing target - so don’t fly any longer than necessary in
order to escape the threat.
■ In urban environments. Jump jets can, be, used to make
a particularly sneaky kind of attack. If you have a target
that lies between you and a building, mn directly at it,
firing all your weapons. Then, just as you' reach it, en- • •
gage your jump jets and fly right over the building to '
safety. Just be careful to check your radar and make
sure there’s not a nasty surprise waiting for you on the
.'other side,
COMPUTER
GAMING
WORLD
CGUPs Special
200th Issue
20 years of gaming’s
greatest moments, fmm UtHMA
to PAC-MAN to THE St MS
■ Over 50 classic games
and demos on the CD,
including the world
premiere of ONI!
■ The Top 10 games of all
time
■ Amazing tales from the
early days of PC gaming
■ A commemorative
reprint of CGW#1 from
1981
Don’t miss it! On newsstands
February 6th
ANIMATED VIOLENCE
For information on this product's
rating, please call 1-800-771-3772
(£>2000 Bectranic Aits Inc. Command & Conquer, Red Alert and WesMvod Studios are
trademarks or registered trademarks of Bectronlc Arts Inc. in the U.S. and/or other countries.
Al rights resetved. WesMood Studios”' is an Bectronic Arts™ brand.
Sif
m\
lUJ
UU-kjU
■imMHAiiUmiiU
uu
"9.3 aut of ID"
"Gd buy the game."
-IGN
"The most visceral, thrilling
and heart-pnundingly intense
RTS experience ever seen
nn the PC."
■ AVault.cDm
One nf the mast enthralling
and addictive RTS games
we've played."
- Gamecenter
"If you're lonking for the
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- Gamers Depot
I "Westwoods finest
I game to date."
& - PC Zone (UK)
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RUAFIY
REVIEWS
R eaders often ask us how we decide on the star rating for each game we review, The exact wording may
be more like “What brand of crack were you guys at CGW smoking when you gave MY FAVORITE
GAME only two stars?" Some assume that it is entirely up to the discretion of the reviewer. Others think
that we give out star ratings based on secret agendas or out of personal favoritism (or disfavoritism, as the
case may be). But in reality, we have a well-established and highly refined method for determining the final
star rating of every game reviewed in the pages of CGW, and no, it doesn't involve a dart board.
Eve^ month, once the deadline has passed and all the reviews are in (two events that rarely occur on the
same day), the editors gather in the star chamber - er, I mean, 1 2th*floor conference room - with printed
versions of the reviews they assigned that issue. They discuss, debate, argue, cajole, insult, weep, and ulti-
mately agree upon a star rating for each game. Aside from the editors, the only other attendee at the ratings
meeting is the CGIV gnome (issue #1 88, pg. 73). The gnome is kind of like a mascot to us, and no rating
can be finalized without the editor of the review ceremonially “blowing the gnome." You know, like a horn.
Get your mind out of the gutter.
For each review, we first consider the rating suggested by the reviewer. Some reviewers are notoriously
harsh, others a bit too easy, so we have to take that into consideration. The editor of the review reads a few
passages that outline the main pros and cons, and those are bandied about, with all considerations made for
the game's context historically and within the genre. We also take our person^ experiences playing the game
into account. And then, in what can be described as a miracle second only to the Immaculate Conception, we
seven editors and one very tired gnome come to an agreed-upon conclusion.
So the next time you want to accuse us of wrong-headedness, ignorance, or just plain stupidity because
you disagree with a particular star rating, keep in mind that a lot of time and effort goes into giving these
games their due consideration. That’s our job, after all. And if we make a huge mistake, we can always blame
it on the gnome. -Tom Price
'.I
FEBRUARY
REVIEWS
GAME
RATING
4X4 Evolution
★★★★★
Delta Force 3
•k-k-k-kit
Devil Inside
kkkkk
FIFA 2001
kkkkk
Gunman Chronicles
kkkkk
Jetfighter 4
kkkkk
Links 2001
kkkk'k
Sacrifice
* * * A V
Space Empires IV
kkkkk
Sudden Strike
kkkkk
Tony Hawk Pro Skater 2
kkkkk
Wizards and Warriors
kkkkk
Zeus
kkkkk
THE CGW
GNOME
HOW DO WE RATEP We review only finished games - no betas, no patches.
1
Outstanding The rare game
that (letsjt
*1
Very Good Worthy of your
time and money, b]M|ir|j^
drawbacks. r * *
I Average Etdter an andMious - :
i design or just
■ *’* ■
¥ “ 'i
Iteak Setiousl|Wcldnam play , Abysm
ifue, poorly conaiM,' just ' Vgetsital
; Abysmal l^e rare game that
' gets it all wrong, f^thettc.
Coaster matertaL
* iit •
2/2001
SPOTLIGHT REVIEW: ESCAPE EROM MONKEY ISLANO
LucasArts makes a good adventure, but it lacks that certain monkey magic
fflarred Monkey Woio
W hen it comes to franchises, you need to know when to end
them, otherwise you end up with something more akin to
Police Academif than to, say, the Indiana Jones trilogy.
Thankfully, ESCAPE FROM MONKEY
ISLAND (EMI) hasn't crossed the border
into rampant mediocrity, but it’s getting
there. While it possesses the brain-
expanding puzzles and the zany, madcap humor of the previous
games, there're some problems that blemish it overall. One of these
is the unquantifiable sensation that it lacks the “magic touch” of other
LucasArts adventures.
reviewed by Thierry Nguyen
CGW RATED
nequirenients: Penlium 200. 32MB BAM. 4X CD-ROM. 1DDMB lianl drive sgace. 3D rranl. DlreclX-conipatllile sound card.
Recommended Rep'ireiDeHte: Peiniuni-II 268, 64MB RAM. t20flMB had drive specs, BX CD-ROM.
3D Support: DireclSD or OpenGL Multiplayer Support: None
Publisher/Developsr; LucasArts • $40 * www.lucasarts.com
ESRB Rating: Teen (13-I-); comic mischief, suggestive themes, use ol tobacco and alcohol.
ifs got the humor
and gameptay
expected from a
MONKEY ISLANO
game...
...BUI leez, ease
up on the seif*
referential humor,
fiddle with the
controls, and fire
the monkey who
designed Monkey
Kombat.
Nothin’ Goes Right
Picking up right after the all-too-brief ending ol CURSE OF
MONKEY ISLAND, we return to Melee Island with Governor Elaine and
her doofus-extraordinaire husband (and protagonist) Guybrush
Threepwood. What starts as a simple task of "prevent demolition of
house” soon spirals into a search for yet another mighty-voodoo-
artifact-with-a-goofy-name, the Ultimate Insult. Along the way,
Guybrush will have to deal with the suspiciously familiar Charles L.
Charles and Australian
land developer Ozzie
Mandrill's attempted
gentrification of the
pirate-infested Tri-
Island Area into a
family-friendly environ-
ment (think of
Giuliani's New York, or
what's been happen-
ing in Las Vegas
lately). Along the way,
secrets are revealed, old friends are revisited, monkeys are sum-
moned, and the game paves the way for another sequel.
Following GRIM FANDANGO, EMI tears itself away from the con-
fines of the two-dimensional screen and revels in the still fashionably
hip 3rd dimension, Depending purely on personal preference, this is
either a good or bad thing. Granted, the backgrounds are great; they
maintain that sense of absurd beauty needed in a cartoon and are
superb reinterpretations of nostalgia-filled locales in certain parts.
While the backgrounds maintain the signature LucasArts greatness,
the 3D characters are...different. They do a good job of using facial
expressions and animated gestures to keep the cartoony feel, and
fellow CGW editors think the characters are just dandy, but for some
reason, they still make me feel like I’m watching some bizarre puppet
show instead of an out-and-out cartoon. Again, it's a preference thing.
Comedy's Dirtiest Dozen
While the art is decidedly new and hip, the puzzles and gameplay
hit you hard with their old-school sensibilities. It starts out pretty easy
and newbie-friendly, but the puzzles eventually require you to start
applying an odd mix of lateral thinking, a knack for remembering small-
REVIEW
ft* ^
1
■
\ 1
<-
“tr- '
THAT CLERK GETS AROUND The voice-
casting. jarring at times, is often on the mark.
I swear that geeky clerk from the Simpsons is
the clerk at this StarBuccaneers here.
yet-important clues, and the patience to start randomly combining
inventory items. A few of the puzzles leap straight into the “what the
hell were the designers smoking?" category, but most of them simply
require you to get into that adventurer gamer's mind-set of logical
thinking and attention to detail. For example, to find a hidden stash of
treasure, you'll need to act on an off-hand comment about Ozzie
Mandrill's dislike of the way pirates smell, In yet another scavenger
hunt, you need to remember a comment about drunken parrots. In
contrast, there’s a great revision of the oft-loathed maze, and most of
the puzzles on Jambalaya manage to fire up your synapses without
making you pull out tufts of your own hair.
Not only will you be flexing mental muscle, but you’ll be poking the
of funny bone also. Like most comedy acts, there are quite a few hits
and misses when it comes to the jokes.
Yet when they hit. they hit hard, EMI
wallows in sharp dialogue, pop-culture
references, and plain ol' goofy, over-fhe-
top shenanigans. Whether it's attending
a Pirate Re-Education Class, or listening
to the ravings of a surly figurehead, the
game constantly reminds you that it's
okay to laugh while you're gaming. Jokes
even break the fourth wall (where the
game directly addresses you, the gamer):
A dart player in the Scumm Bar throws a
dart at you and cracks your monitor, and
at one point Guybrush cries in exaspera-
tion, “My life seems to be a series of
random puzzles!" The script is filled with
a good mix of meta-game and traditional
humor.
of making sure Guybrush is in exactly the right spot to notice what
he’s supposed to notice, I missed inventory items in a few locations
simply because Guybrush wasn’t oriented the right way. He’d also
sometimes randomly turn around and run in a direction different from
where I’d intended, 1 expect wonky control problems with TOMB
RAIDER, not with MONKEY ISLAND.
Finally, there’s the problem of Monkey Kombat, 1 see the intention:
Make a new and interesting puzzle that will cause gamers to remem-
ber the game, while parodying MORTAL KOMBAT and other fighting
games. But it ends up being a textbook example of “great idea, bad
execution,'' Like Insult Swordfighting, it uses a scissors-paper-rock
approach to victory. Too bad it also uses a nonsensical language and
it’s completely randomized. Rather than apply any sense of logic or
neurotransmitting firepower,
you are completely bound to
the confines of rote memo-
rization and trial and error.
It's an integral part of the
game, yet it managed to
foster a deep sense of
apathy and boredom for me
whenever I played it.
Everyone who watched me
engage in Monkey Kombat
- adventure veteran and
newbie - all commented on
how this puzzle design com-
pletely broke the pace of the
game. Sorry designers, this
is a losing scar instead of a
winning streak.
Rant in E-Minor
Funny as it is, the humor has a serious
problem: It’s too self-referential. The
game uses way too many cameos and
tells too many jokes that only veterans ^
will understand. Would anyone who HOLLYWOOD
didn't play the original SECRET OF SPRINGER SKULL
MONKEY ISLAND get Otis’ bit about ® B®*"® combines a
, . L. .L • * • • r no.. character cameo, a joke
having a breath mint in a )ail cell? Murray, a^out commercialism, ami i
who stole the show in the previous slang from Jerry Springer, '
game, is reduced to a pointless and glori- one of them is bound to
tied cameo; after a funny conversation,
he serves no purpose other than to just
be there. If you’re gonna bring back old friends, tie them into the
game - as with Herman Toothrot and Meathook - rather than throw a
few jokes in a vacuum and leave them be - like Carla and Otis.
Also, the control scheme, expanded from GRIM FANDANGO, is
very twitchy. It's improved with the use of textual cues, but it still has
problems. You’d think there’d be no pixel-hunting when you’re using a
mouseless interface, but now you have the problems of positioning -
Too Much Monkey
Business?
ESCAPE FROM MONKEY
ISLAND left me with mixed
feelings. Aside from the
Monkey Kombat, it’s an
extremely solid adventure
game. It has good puzzles
and funny writing. But many
of its jokes will simply fly
over the heads of newbies
not wholly familiar with the
series. Gamers who’ve been
with the series since the beginning will get a nagging feeling that
something is missing, that it's not “up there" with games like the other
MONKEY ISLANDS or GRIM FANDANGO, It’s well done, but an
imperfect MONKEY ISLAND game. Let’s hope that the next game (as
predicted by the ending and the characters) manages to end the
series on a high note, rather than drive the name into mediocrity.
Guybrush, and his legion of fans, deserve better. R'i'.'l
cgn.ganiBipat.i
• COMPUrER GAMINE MDRIO
Out of left field and onto your hard drive
Shiny’s Crazy Diamond
I f there's one thing better than a good game, it's a good game
that’s weird. And if there's one thing better than a good game
that's weird, it's SACRIFICE, It's shot through with a vivid abandon
that animates its artwork, gameplay, campaign structure, production
design, sense of humor...even its manual. This is one of those in-
stances of a developer capturing
lightning in a bottle; it crackles and
buzzes warmly with a rare magic.
SACRIFICE
reviewed by Tom Chick
E
Ridiculously Sublime
On its most basic level, SACRIFICE is
another real-time strategy (RTS)/action
hybrid, a genre that goes back to Bull-
frog's MAGIC CARPET and found its most advanced expression in
Activision’s BATTLEZONE titles. In MAGIC CARPET, you have fantasy
dragons and fireballs. In BATTLEZONE, you
have sci-fi tanks and robots. But SACRIFICE is
too bizarre to sit comfortably in any established
style. In SACRIFICE, you have goggled gnomes
with flamethrowers, and prancing, grinning
clowns with machine guns. You have slurping
mutants who sound like the Elephant Man and
purring insectoid cat crabs. You have squat
droidy things with spinning blades on their
heads. You have bug-eyed dwarves with huge,
floppy dog ears. You have spiders with heads
slung under their bellies, and bulls made of
rock and dirt. You have bugs and pestilence
and slime and oil. You have giant malicious
beanstalks, volcanoes, and spiraling sinkholes 100 yards across. And,
yes, you have artillery that fires a giant cow. It is at once spectacular,
beautiful, and really weird. I don’t know how the developers at Shiny
come up with this stuff. I'm not sure I want to know.
In keeping with its unique sensibilities, the gameplay is also distinct
from other RTS/action hybrids. In MAGIC CARPET, you mainly cast
spells. In BATTLEZONE, you mainly order units around. In both games,
you float about the world like an air hockey puck, with the vaguely
disconnected sensation of wearing socks on linoleum, But your small
wizard in SACRIFICE is both a spellcaster and a general, trotting
slowly across hill and dale in these strange worlds, wrapped in their
alien skies. He is both frail and powerful, capable of calling down
apocalypses, but vulnerable to being knocked out of his own skin,
SACRIFICE achieves a balance where other RTS/actlon hybrids have
failed. Your creatures are an important part of the game, but you're
neither relegated to the role of spectator (BATTLEZONE) or left to your
own devices (MAGIC CARPET). Your creatures may be smart and
determined, but it is your own magic hand that can tip the balance.
Soul Power
The resource model is an important part of the game's unique
mechanics. Each game is a battle for the pool of souls on the map.
You gather these souls - which are the limiting factor in the size of
your army - and use them to summon creatures. If you win a battle
and hold the field long enough, you can mop up the souls from your
vanquished enemy's dead beasts. These souls are your treasure and
your firepower, but the mana you use for spells is an easily replenished
fuel, like solar power. This encourages the frequent spellcasting that
keeps you constantly engaged in the action.
Requirements; Penliiiin-II 300. G4MB RAM. B50M8 hanl dive sp:
Recommended Requirements: Pceiiiiin-lf 4S0, 12BMD RAM.
ice. Direct 30-CDnipaIilile video card.
30 Support: Direcl 3D Multiplayer Support: LAN. lelemet (2-4 players).
Publisher: Interplay • Developer: Shiny Entertainment • $45 • www.sacrifice.net • ESR8 Rating: Mature; animated blood and violence.
taMPIlim CIlMiefi WOBLD ■ cDw.natnetnol.coiii IBBl
REVIEW
The pace of SACRIFICE sometimes outstrips its interface. Hot-keys
go a long way toward making it all manageable, but the default setup
seems to have been designed for one of the game’s 13-fingered
beasts. Rebinding the keys is oddly inflexible. You are allowed only
one keyboard setup, although you may have multiple wizards with
different spell books. Beware the dreaded F2 key - it will instantly
quickload you out of any game without so much as an “Are you sure?”
Some players might complain about how hard it can be to target small
fast units, but this seems to be a part of the game balance. There's no
denying that SACRIFICE requires a quick eye and an even quicker
wrist. Because there's no difficulty level, it will probably be overwhelm-
ing to some casual gamers. And I can't imagine anyone enjoying the
game's final mission - which is one of those unfair brick walls you'll
spend three days pounding your head against.
There's a lot of strategy in the combinations of creatures and spells,
but it isn't easy to see under the pace of the action (the manual's
breezy “figure it out yourself" approach doesn’t help). At first glance,
SACRIFICE just looks like weird things beating each other up. Don't
be fooled - it's a game with legs. The longer you play, the more the
game reveals and the more you learn. It's an entertaining learning
curve. The single-player campaign follows bickering gods on a funky
cool Olympus, all brought to life by impeccable voice work. As you
choose sides in their arguments, you determine which missions you’ll
play and thus which spells and creatures you'll get. It's a do-it-yourself
spell book, cobbled together in a cauldron of divine and petty spats.
As a multiplayer game, SACRIFICE is a fine fast flurry of thrusts and
counterthrusts, bluffs and trumps. As in most multiplayer games, new
players won't have much fun being steamrollered by experienced
players. But the gameplay - together with the variety of game types,
spells, creatures, and maps - makes it a many-splendored bag of
surprises and choices. Kudos to Shiny for not requiring the CD in the
drive and for providing a competent Al that uses all the spells and
creatures. But raspberries to them for not supporting direct TCP/IP
connections over the Internet; when the servers are down, so is the
game. SACRIFICE also needs some sort of post-game debriefing. As it
is, you come out of an exhilarating battle eager to see scores or stats
or even some sort of line graph, only to be dumped into the crowd in
the multiplayer lobby. It leaves you with a hollow “is that all?" feeling,
to come out of an extended rush with nothing to show for it, It's like
abruptly flipping on the lights after an intense movie.
Altar-ed State
But it is exhilarating and it is intense. It is lovingly unconven-
tional and singularly alive. SACRIFICE captures that intangible
joie de gaming often missing from otherwise competent titles.
There will be a great moment when you're crossing a map -
leading a troop of flapping, crawling, loping, whirling, hopping
things - when, out of curiosity, you will spin the camera around
to see your wizard at the vanguard of his odd army. The shimmer-
ing weirdness of it all will strike you and you'll think, “This is what
gaming is all about."
cgn.gtinespoM
• CDMPUTtR EAMING W0R19
REVIEW
SPORTS
Finally, a console port that won’t make you hate console gamers even more
All Of the Fun, None ef the Broken Bones
H!
TONY HAWK’S
PRO SKATER 2
reviewed by William 0 Iveal
I igh expectations are a game developer's doufile-edged sword.
On one hand, a healthy dose of them may lead to pre-con-
ceived notions of a game's quality that can skew the experi-
ence toward the positive, On the other hand, unrealistically high
expectations may lead to some major disappointments. Can you say
DAIKATANA? Which leads us to TONY HAWK’S PRO SKATER 2 for
the PC, THPS2 is in a unique situation. While it is a sequel of a
seriously great game, TONY HAWK'S PRO SKATER, this is the game's
first foray into the realm of the personal computer. On the computer,
it is a different beast altogether.
THPS kicked ass on PlayStation and Nintendo 64, so we were
admittedly a little giddy the first time we fired up THPS2 on a PC.
The thing is, though, certain things that you'll let slide on a console
system just don't cut it with PC gamers. First and foremost, there's
the game’s clunky menu
system. When compared
with other console
games, it's just fine. But
next to many PC games -
a good number of which
boast extensive options
and intuitive menu sys-
terns - navigating around
THPS2’s menu screens is
almost as grueling as a seven-stair rail-grind to face plant. But hey, a
game isn't defined by its menu system... is it?
Once you get in and set about the task of
playing, things get much better. Players can
select a skater from one of the 1 3 pros featured
in the game, including Mr. Hawk himself,
Kareem Campbell, or Steve Caballero. In career
mode, you're given a ton of different goals to
achieve per level, such as collecting items,
performing specific tricks in specific places,
scoring points by landing tricks, or even picking
up cash. Achieving these goals translates into
cash awards that are then compiled in your total
winnings. Reaching certain cash amounts
opens up new levels. Cash can also be spent
on attribute points, tricks, and equipment. It's a
good thing this game is fun as it will take you
multiple tries to achieve all the goals.
Since THPS2 is in
many ways a port of the console game, the
developers could spend a lot of time focusing
on things other than gameplay, such as taking
advantage of the game’s platform, the PC. To
that end, THPS2 supports some killer multi-
player options enabling you to whoop up on as
many as seven of your buddies over a LAN in
multiplayer modes like tag; a turn-based,
judged skate competition; Graffiti; and
H-O-R-S-E. There's also a park editor that’s
fun to tinker around with.
Now here comes the part where our high
CQW RATED
Pur^ addictiue fun.
Graphically
inferior to many
other PC titles.
a- "I the way. Because PC gamers
have had to wait so long to get a piece of the
THPS action, it’s safe to say that we wanted -
no, expected - perfection. And perfect THPS2 is
not. THPS2’s graphics pale in comparison with
other PC games. On a Pentium-ill 450 with
1 28MB RAM and a GeForce2 GTS graphics
card, visual glitches were aplenty. This is unacceptable but not unwar-
ranted for console-PC ports. Sure, it looks way better than anything
seen on an N64 or PSX 1 , but who cares? The bar’s been raised, and
THPS2 doesn't quite make the height.
All this being said. I'm hard pressed not to recommend THPS2.
While visually it’s far from perfect, the fact remains that the game is
still as addictive as anything in a Hollywood medicine cabinet. So it
all comes down to this: If you’ve ever fantasized about bringing home
some X-Games gold, or if you’ve ever just wanted to say that you can
pull off a 720 nollie judo kick, you’ll definitely have fun whiling away
the hours on your virtual deck. Just be aware that while this game is
fun as hell, it's far from perfect,
Requirements: Petitiiiin 233, 32MB, 350MB (nsiall, RMOnmiBitded'ReiiHTrements: Peiitiinii 333, e4MB. 30 Support; 03D
Multiplayer Support: 2-B players mer TGP/IP.
Publisher: Activision • Developer: Noversoft • $40 • www.activisiQn.com • ESRB Rating; Teen; mild animated violence and language.
CD
COMPUtte GAMING WOHIO • cgw.gin
The Entertainment Software Rating Board (ESRB) rating system can help you decide whether a
computer or video game Is right for your family. The ESRB system offers both RATINGS that tell you
what age the game is appropriate for, and CONTENT DESCRIPTORS that Indicate whether there are
particular content elements which may be of interest or concern.
RATING SYMBOtS (found on the front of the game box):
Content may be suitable
for persons ages 3 ond older.
Content may be suitable lor
persons ages 6 and older.
Content may be suitable for
persons ages 13 and older.
Content may be suitable
for persons ages 17 and older.
Content suitable only
for adults.
Product is awoiting
final rating.
CONTENT DESCRIPTORS (found oil the bactc of the game box):
The content descriptors tetl you whether the game includes elements such as:
MILD ANIMATED VIOLENCE
Contains scenes depicting cartoon/ animated/ pixilated characters in
unsafe or hazardous acts or violent situations.
MILO REALISTIC VIOLENCE
Contains scenes depicting characters in unsafe or hazardous acts or
violent situations in photographic detail.
COMIC MISCHIEF
Contains scenes depicting activities characterized as slapstick or
gross vulgar humor.
ANIMATED VIOLENCE
Contains depictions of aggressive conflict involving cartoon/animat-
ed/pixilated characters.
REALISTIC VIOLENCE
Contains realistic or photographic-like depictions of aggressive con-
flict.
ANIMATED BLOOD AND GORE
Animated/pixilated or cartoon-like depictions of mutiiation or dis-
memberment of body parts.
REALISTIC BLOOD AND GORE
Depictions of mutilation or dismemberment of body parts in realistic
or photographic-like detail.
ANIMATED BLOOD
Animated/pixilated or cartoon-like depictions of blood.
REALISTIC BLOOD
Representations of blood in realistic or photographic-like detail.
SUGGESTIVE THEMES
Mild provocative references or materials.
MATURE SEXUAL THEMES
Contains provocative material; including depiction of the human body
in either animated or photographic-like formats.
STRONG SEXUAL CONTEXT
Graphic depiction of sexual behavior and/or the human form
fi.e., frontal nudity) in either animated or photographic-like detail.
MILD LANGUAGE
Product contains the use of words like "damn”.
STRONG LANGUAGE
Commonly referenced four-letter words.
GAMING
The depiction of betting-like behavior.
USE OF TOBACCO AND ALCOHOL
Product contains images of the use of tobacco and/or alcohol in a
manner which condones or glorifies their use.
USE OF DRUGS
: Product contains images of the use of drugs in a manner which con-
dones or glorifies their use.
INFORMATIONAL
Overall content of product contains data, facts, resource information,
reference materials or instructional text.
EDUTAINMENT
Content of product provides user with specific skills development or
reinforcement learning within an entertainment setting. Skill develop-
ment is an integral part of product.
SOME ADULT ASSISTANCE MAY BE NEEDED
Early Childhood Descriptor only.
SRB
ENTERTAINMENT
SOFTWARE
RATING BOARD
1-800-771-ESRB
www.esrb.org
Impressions Games squeezes the Mediterranean dry
Hei^cu-les! He^cu-les!
D on’t he fooled by the name of the game, the towering stud
with a beard on the cover, or the dramatic opening cut-scene
of famous mythical events. You wili not be playing as a god in
this game, nor will you be staying seven-headed hydras, nor doing
anything too exciting. You'll be an ancient urban planner. In a nutshell:
If you liked CAESAR III, you'll probably like ZEUS; because if you've
played CAESAR III. essentially you’ve played ZEUS. The latest in
Impressions Games' City Building Series™ (PHAROAH, CLEOPATRA),
ZEUS takes that well-tested game engine and completes the tour of
the classical world by setting the game in ancient Greece. To say that
ZEUS is just CAESAR III in the Hellenic world may sound like an easy
dismissal, but it isn’t loo tar from the truth. Of course, CAESAR III is a
solid game, built upon a highly robust engine, so that's not necessa-
rily a bad thing.
ZEUS: MASTER
OF OLYMPUS
reviewed by Tom Price
E
CGW RATED
haven't, but are interested in the genre, skip ZEUS and buy one of
the SlMClTY games. Any of them would be belter.
Ultimately ZEUS has a hard time finding its identity. The average
gamers are going to be disappointed if they are expecting high jinks
on Mt. Olympus, and the hardcore gamers are going to have a defi-
nite "been there, done that" taste in their mouths. I suppose that
die-hard fans of Impressions' series will have to have it, but beyond
jaded gaming journalists who got a copy for free, no one will consider
the money well spent if it's spent on ZEUS. Li'i'i'i
B0WFIN6ER Building temples dedicated to different deities will bring
you different bonuses, and will guarantee the increased presence of said
deity within the city limits. This temple to Artemis the Huntress protects me
from wild animals, increases the food in my granaries, and puts two legions
of Amazon warriors at my behest
The Gods Must Be
Crazy
The packaging is
going to fool more
than one person into
buying this game.
The concept of play-
ing as a Greek god
is intriguing, and there's a lot of action to be had in the mythical
world, but the connection between those fantastical events and what
happens in the game are tenuous at best. It's all about city building
and managing the economics and daily administration of an advanced
society, something that was pioneered by the SlMClTY series - the
games that still do it best. The gods really only make cameo appear-
ances in this game, either as rampaging invaders (a la SlMClTY's
random disasters) or as protectors of your realm and resources -
provided you build the requisite temples in their honor.
The game’s designers do make an attempt to infuse plot and story-
line into ZEUS, mainly by breaking the game up into adventures,
which are then further subdivided into episodes. Each episode
requires you to complete a series of objectives (reaching a certain
population mark, building a hero's hall, etc.) in order to move on, This
seems like a good idea, but the more you play the game, the more it
just seems like window dressing. And considering the mix of actual
and mythical people and events that are jumbled together in the
ZEUS world, it doesn't really give the gamer historical context. It's just
as much (maybe even more) fun to piay in the
open, or "sandbox" mode. There, your city can
evolve at your own pace.
Easy as Baklava
As said before, the CAESAR Ill-based game
engine is a solid one to build upon, and ZEUS
only makes it more accessible to the common
gamer. To that end, the game is fairly success-
ful. It's easy to jump right in and start building
your towns. Help menus are generally informa-
tive, and the game is fairly intuitive. That is, if
you've played this kind of game before. If you
LAND HO Fertile land is at a premium in ZEUS. You can use it for food-
producing farms or olive orchards, or vineyards, or livestock grazing - all of
which you'll need for a healthy economy, as well as for unexpected tribute
demands from more powerful neighbors.
Requirements: Pentium 166. 32MB RAM. 45GMB hatil drive space.
3D Support: Rone Multiplayer Support: Nofie
Publisher: Sierra Studios • Developer: Impressions Games > $4D • www.sierra.Gom • ESRB Rating: Evetyone
RAM, e SOMfhan! drive
Shooting
Blanks
GUNMAN CHRONICLES’
reach exceeds its grasp
W ithout the HALF-LIFE pedigree, probably
no one would be paying much attention
to Gunman chronicles. The game simply isn’t able to rise
above its humble origins as a total conversion mod developed by die-
hard Half-Life fans, its true-believer enthusiasm lifts GUNMAN
Chronicles above the truly mediocre, but that same blinkered
game love is pulled down by too many "wouldn't it be cool if” game-
play elements, and an excess
GUNMAN
CHRONICLES
reviewed by Robert Coffey
of many things the designers
obviously (and rightfully)
loved about HALF-LIFE.
Lone Gunman Theory
The rollercoaster gameplay
of Gunman casts you as
The One Who Can Set
Things Right in the face of
genetically engineered, killing-machine aliens. There's some plot
about your treacherous former general and his role in the proliferation
of these Xenomes, but once you're abandoned on a jungle planet
early on, it's just you against the alien world, You'll battle these crit-
ters as well as robotic drones and turncoat gunmen throughout the
game. Overall, the monsters are a challenging, diverse, well-rendered
lot, but your human adversaries are cartoonishly drawn and not too
bright. Only the rocket-launching gunmen pose any real danger, solely
because of their brutal weaponry.
Frankly, all the letdowns of the game follow the same pattern: long
on ambition, short on execution. There's a ton of enemies, but they're
not used inventively. There are four different worlds, but the first is a
mandate^ tutorial, the
second is incredibly
short, and the fourth
takes place in the kind
of generic under-
ground facility you've
CGW RATED
Plays like a soltd
action-packed
mod.
Excessiue use of
scripted euents;
useless features
shot up a thousand
times before. Some
weapons can over-
heat, but this added
management oniy
dissuades you from
using those guns.
HEAD SHOT One of the few useful weapon
variations is the ability to modify your energy
pistol into the now-mandatory sniper rifle.
Magic Bullet
Gunman’s biggest
fault lies in its weapon
system. You can reset every weapon for various attacks: You can set
the number of shells and the spray range for your shotgun, choose
one of four settings for your default energy pistol, even customize the
compounds splatted by your chemical gun. But this added layer of
complexity is negated by an interface that is bothersome in single-play-
er, fatal in multiplayer. Odds are, you’ll find a couple of settings you
like on one or two guns and just lean on those guys. It's the kind of
feature that looks good on paper but not on your monitor.
Gunman makes heavy use of HALF-UFE’s scripting - too heavy.
While it’s fun to round a corner and see a scripted event, the idea
loses its impact when you see something every time you round a
corner. You can't take a step in GUNMAN without a ceiling or wall
collapsing or a couple of monsters fighting among themselves. The
game goes so overboard with the shaking camera near the end of
the third world, you'll be fighting nausea for a good two hours.
Sometimes, there can be too much of a good thing.
Or not enough. GUNMAN CHRONICLES has
a tendency to tantalize you with something cool,
then yank it away, You can operate a tank, but
you're invulnerable while using it; it’s basically
just a tool for creating puzzles. You're menaced
early by an enormous, beautifully detailed
dinosaur, but you never get to fight it. In fact, you
don’t get to battle many of the presumptive boss-
es - one dies in a scripted cut-scene, and you
don’t even directly engage in the big end battle.
This isn’t to say GUNMAN CHRONICLES is
bad. I enjoyed it much more than the HALF-LIFE:
OPPOSING FORCE add-on, and it’s easily twice
as long. The action is pretty much non-stop and
full of peril, level design is good, and the in-
engine cinematics are outstanding. But without
the Half-Life connection, I suspect GUNMAN
v/ouid be pushed off the radar by repeated
playing of NO ONE LIVES FOREVER,
Requirements: Pentium 233, 34MB RAM. 400MB hani drive siiace. Recommqaifed
3D Support; OpenBL 0irect3D. Multiplayer Support: UN. Iitlerriel (2-32 players).
Publisher Sierra Studios • Developer: Rewolf Software • $40 • www.gunmanchninicles.coin
ESRB Rating: Mature; animated violence, blood, and gore.
REVIEW
ACTION
Novalogic takes some flak with its third DELTA FORCE game
Ready, Aim, Shoot in Foot
N"
I oualogic's tactical shooters have been playing catch-up with
Red Storm's RAINBOW SIX series for a couple years now. While
the first DELTA FORCE game showed promise, each succes-
sive release has squandered it to the point that with this third
installment, DELTA FORCE: LAND WARRIOR, we can now declare
this dead horse officially beaten.
Even more than DELTA FORCE 1 or 2, LAND WARRIOR’S wide-
open gameplay focuses on simple shooter skills at the expense of
strategy or tactics, with a repetitive single-player game. The 30
Direct-Action
DELTA FORCE:
LAND WARRIOR
E
reviewed by Raphael Liberatore
missions in Egypt,
Japan, Lebanon, and
Central and South
America are divided
into two formats:
Quick Action and
Campaign. You
choose from one of
five different charac-
ter types to play, each with its own special abilities; Sniper, Close-
Quarters Battle, Demolitions, Grenadier, and Heavy Weapons. But
it's irrelevant which you choose, since you’ll be equally effective,
regardless; the grenadier can handle the CQB-focused first mission
as well as any other. Why weren’t these missions designed with the
abilities in mind? Who cares if there are 27 real-world weapons if
they’re all moot?
LAND WARRIOR 's only real improvement is its graphics ^
engine, and that's
not likely to blow any-
one away. Gone are
performance issues
that marred DELTA
FORCE 2. The new
3D engine capably blends voxels and polygons for
sharper-looking space terrain and smoother, more detailed
textures. Unfortunately, the look and feel of the engine is much
less impressive than ROGUE SPEAR or SWAT 3, with environ-
ments that are lacking in terrain features like trees and bushes, if
you're a sniper, forget about concealment in tall grass or rocky
textures - Novalogic dumped them as well, so taking that 800-meter
shot without being seen is going to be difficult. Sporadic clipping
problems from the previous two games remain.
The interface has been streamlined and
everything is accessible from a commander's
screen where you can review waypoints, sup-
port elements, and teammates; conduct mis-
sion briefings; and/or change gear. Novalogic
has also added realistic ballistic effects with
bullet trajectory, tracers, penetration, and some
cool night-vision optics. Also noteworthy is the
ability to save your game in-mission - another
nod to the game’s shooter-feel.
As in previous DELTA FORCE games, the Al
is still badly wanting. Team member support is
' basically worthless - and enemy Al Is even
^ worse. I cannot count how many times the enemy
allowed me to approach as they watched my character
close the distance, pull a knife to dispatch them, then die a horri-
ble “surprise” death. For the most part, all 1 9 campaign missions, 1 0
quick missions, and single training mission can be played in one sit-
ting. The enemy just begs to be killed. Where's the challenge in that?
If there’s a redeeming feature, it’s the multiplayer. Online game
types on wide-open maps include Cooperative, Deathmatch, King of
the Hill, Search and Destroy, Attack and Defend, Flagball, and team
variants. Up to 50 players can compete on Novalogic’s own
NovaWorld 2 servers and a very neat ranking system separates
novice and experienced players for balanced competition. Add
Novalogic’s own Voice-Over-Net system for voice communication
during games, and you have a decent multiplayer package,
LAND WARRIOR is a slight improvement over its predecessors,
but still falls short. Given the improved stability, new graphics engine,
multiplayer features, and interface tweaks, it should have been better.
Unless you’ve enjoyed DELTA FORCE on Novaworid, avoid this game
like the draft. Krt’/./
Requirements: Penlium II. 32MB RAM.
Multiplayer Support: LAU, Ifitemel via Novawarld (2-50 players).
Support: Direct3D, Glide.
Publisher: Novalogic • Developer: Novalogic • 84Q > www.novalogic.coni • ESRB Rating; Mature; animated blood and violence.
COMPUTER GRMING WOREO < cgw.samesiist.t
Publisher: Electronic Arts • Developer: EA Sports • $40 • www.e38port5.CDm
ESRB Hating: Everyone
Requirements: Penliuni 16G. 32MB BAM. 4X CD-ROM. BOMB lianl drive s|iace. Recommenileti Requirements: Pentiiim 30D. 64MB RAM.
3D Support: 030 aAd Glide. IVIultiplaver Support: TCP/IP. IPX. moderr-lo-madeni; 2-20 players.
EA Sports gives its vaunted
FIFA game a makeover
Can You
Improve on
Perfection?
Enhanced graphics
engine.
Has trouble run-
ning on a laptop.
Well Played!
Having perfected the soccer sim years ago, EA
Sports is in the enviable position of being able to
sit back and make a great game better. FIFA 2001
sports fuli-on environmental effects like a rotating
sun, moving clouds, and changing weather condi-
tions. If you’re an old-school FIFA fan, you’ll love
the graphical makeover. And if you’ve never played
a FIFA game and you love soccer, it's high time
you found out what you've been missing,
FIFA 2001
Y ears ago, long before 3D acceleration, EA Sports' FIFA series
managed to keep us glued to our four-button gamepads in
spite of chunky, pixilated graphics and goalies with a
penchant for letting shots from the midfield “slip by" them. The
games weren’t pretty, and they
were far from perfect. But we
kept coming back.
We were at first inclined to
think that soccer was the perfect
sport to receive a digital transla-
tion. But if that were the case,
then any soccer game would've
been good, and we all know that wasn't the case. There’s something
else going on with EA Sports’ FIFA series. Thank goodness that some-
thing hasn’t faded in the
glare of kick-ass 3D
graphics and enhanced
multiplayer network play.
Several years ago, it
seemed publishers were
dying to get in on FIFA’s
action. One even boast-
ed that it didn’t waste
money on licenses when
all gamers really wanted
was gameplay. Yeah,
right. Gamers want
gameplay and licenses.
And FIFA 2001 has
both in spades. FIFA
2001 sports some 50
national teams and 17
CGW RATED
different leagues including the English Premier League, the German
Bundesliga, and America’s very own not-so-vaunted MLS. These licens-
es give players of FIFA 2001 the feeling that they are involved in a real
game of soccer. This illusion is made even more believable with dynamic
commentary from the real world's John Motson and Mark Lawrenson.
Oh, That’s an Excellent Challenge!
Graphically, FIFA 2001 has received an upgrade that we didn't
believe was possible. With motion capture from the MLS’ very own
Eddie Pope and Zack Thornton, players move even more realistically
and are noticeably larger on the screen. Players in FIFA 2001 sport
individualistic attributes like dreadlocks, long hair,
even bald spots. Maybe in FIFA 2002 we’ll see
a Rogaine ad on the pitch. One drawback with
the game’s beefed-up graphics is the lack of
compatibility with laptops. Previously, the FIFA
games were great for traveling, but now, attempt-
ing to play the game on a Pentium ill Compaq
Armada with an ATI Rage Mobility chipset yielded
one frustration after another. Thank goodness for
a desktop machine with nVidia’s GeForce 2
GTS chipset.
Like its predecessors, FIFA 2001 boasts a ple-
thora of play modes including friendly matches, full
seasons, and cups. The friendly matches are where
you can pit the MLS’ DC United against the Eng-
lish Premier League's Manchester United - kind of
like watching Jordan’s Bulls fake it to Lisa Leslie’s
Sparks. If these play modes aren't enough for you,
FIFA 2001 also supports multiplayer play over the
Internet, LAN, or multiple players on one computer.
SUDDEN STBIKE IS SET DURING WORLD WAR II AND OFFERS
ELABORATE RUSSIAN, GERMAN, FRENCH, AMERICAN AND
BRITISH MISSIONS.
CONQUER THE ENEMY'S POSITIONS, LAND YOUR TROOPS ON
HIS SHORES. WIN THE CLEANUP OPERATIONS OR GALL IN
PARATROOPERS AND FIGHTER BOMBERS FOR SUPPORT. WHATEVER
YOU GAN THINK OF, YOU'LL FIND IN SUDDEN STRIKE!
FEATURES
•Up to 1000 units per scenario
•Bridges, houses, fortifications, trees and other objects
are destructible
•Multiplayer mode with up to 12 player and 4 teams
•Realistic battle simulations and explosions
•More than 40 exciting missions
•3 different campaigns in summer/winter landscapes
•Construction of fortifications, pontoon bridges and
much more. . . !
“...ONE OF THE MOST
BEAUnJL WWII
Wfl OeWA o DATE.
[HE GAmMs BBIlUA
BMlIIMtSIRAnEV
GAME OF THE VEM"
-siiintv puvii’
COMING JANUARY 2001
Distributed
©2000 Siraiegy First Inc. All nghls reserved. Sudden SinKe is a irademark o! CDV Sollware Enlerlainment AG + Fireglow. All riglils reserved.
All Other trademarks and copyrights are the properties of their respective owners.
“CHARLIE COMPANY
CGW RATED
Publisher: Activision • Deveioper; Heuristic Park ■ $50 « www.ac1ivision.com » ESRB Rating: Mature; animated biaod and vioience.
D.W. Bradley’s back-to-old-school RPG
Good, Bad, & Ugly
Requirements: PBiillufii 233. Q4MD RAM. 7A0MB lianl ililve space. 3D Support: Dlrec13D Multiplayer Support: none
face in search of a clue. WIZARDS & WARRIORS plays in real time,
whether you're looking at the marginally helpful map or assigning
points when your characters level up. But when you get into combat,
it shifts to turn-based gameplay in which everyone takes a turn
attacking or casting a spell. The problem is that this turn-based
gameplay exists only in a small bubble about five feet around your
characters. Ranged combat is an utterly stupid blend of action and
real-time interface juggling. The player can easily dodge spells and
arrows, but other creatures never do this; the simple act of stepping
to the left gives you a leg up over WIZARDS & WARRIOR'S most
fearsome opponents. But the playing field is leveled when you con-
sider that they don't have to page through the interface in real time
to select spells.
The dialogue system is a constant annoyance. “Hail, traveler,”
says a smeared and blocky character model. Three-second manda-
tory pause. “I am Wizmo, the wizard." Three-second mandatory
pause. “Here is a bit of information about me." Three-second
mandatory pause. “What can I do.for you?" Now it’s your turn to
enter keywords to try to elicit a new reaction from Wizmo. You ask
him about the gypsies. “The gypsies are a band of nymphs that live
by the lake who are led by Gypsina" Wizmo explains before his
Ugly on the Outside...
Long after you’ve resigned yourself to staring at an ugly game,
you’ll still be wrestling with the almost exclusively mouse-driven inter-
face. WIZARDS & WARRIORS is oblivious to the wonders of the
hot-key, or even the practice of grouping often-used buttons next to
each other. Exiting the game requires seven clicks on different
screens. You might as well just keep playing.
The combat sys-
tem gives another
example of an inter-
I t’s been eight years since D.W. Bradley, the creator of tlie
WIZARDRY series, made a role-playing game. It shows. His
WIZARDS & WARRIORS is a patchwork game, battered by a long
and arduous development process under a variety of publishers and
titles. The result is ugly and unwieldy. It looks old. It offers no immedi-
ate gratification. It is ill tempered and slow, like a cranky old dog. In
fact, you’d never guess it's as good as it is - the path to appreciating
WIZARDS & WARRIORS is long and fraught with obstacles.
The most immediate obstacle is that there aren’t many games this
side of 1990 that look like this. There isn't a single attractive element
in the 3D engine, which instead offers busy and grainy textures, stiff
and blocky character models, a chunky bit-map tacked on every hori-
zon, generic spell effects, and half-hearted lighting. It looks absolutely
wretched, particularly when it leaves its dungeons. The engine simply
isn’t up to the task of rendering
outdoor environments, much less
the sorts of events and settings
Bradley imagined.
At one point, after you've slain
a demon, an evil artifact is
supposed to sprout tentacles
and drag the demon down to hell.
Before the demon's body simply
vanishes like every other polygo-
nal corpse, you can almost hear the artists pause - considering
whether to attempt to render this - and then say, “Aw, screw it, we’ll
just mention it in the narration." At another point, you’re supposed to
be standing between two raging waterfalls, but you’d never know it
by the vaguely wavy blue patterns on the walls. Cue the narrator. The
engine is a pageant of old, weak graphics that could not have been
given a more appropriate name: Deep Six.
WIZARDS &
WARRIORS
I reviewed by Tom Chick
REVIEW
dual-class spellcaster with the power to breathe flames. It's all about
discovering the options to become new things.
Hidden under this ugly awkward mess is the sort of compelling old
school role-playing system that made NETHACK great: Your almost
sole occupation is building up characters, and the rest of the game
is just the framework - graphics and interface be damned. As your
characters get more powerful and the variety of choices widens,
Wizards & warriors becomes an exponentially better game.
With a few exceptions, the pace is snappy and engaging. It's
usually clear where to go next, although you'll occasionally overlook a
lever on a dark wall or a chest at the back of a small room. The rather
sleepy story is driven by a quest for a
magic sword, which you find halfway
through the game rather than immediate-
ly before the ending. Most of the
dungeon locations have distinctive
flavors that go a long way toward over-
coming their graphics limitations. In an
early prison level, for instance, there's an
enjoyable variation on the hackneyed
trick of making the game more difficult by
taking all the player's weapons. Many
puzzles have multiple solutions that
encourage exploration or experimenta-
tion. Although the last act of the game
plays like a romp in a small lake, by the
time you get that far, you're willing to buy
into the illusion of a high seas adventure.
Unfortunately, the ultimate battle resorts
to the underhanded trick of forcing you
to fight according to new rules.
But by the time it's over, you'll be so
invested you'll want to keep playing.
“There’s no more?" you'll ask. Three-
second mandatory pause. There’s no
more, but it was fun while it lasted.
Here's hoping D.W. Bradley’s next game
has a better engine and smoother devel-
opment. Because in the best and worst
sense of the phrase, they just don't
make them like this anymore. fYrt'.V
mandatory three-second pause. This unlocks the
keywords nymphs, lake, and Gypsina.
So you ask Wizmo about nymphs. “The gypsies
are a band of nymphs by the lake who are led by
Gypsina," he says. Three-second mandatory pause.
Ask Wizmo about lake. “The lake is where the gyp-
sies who are led by Gypsina live." Three-second
mandatory pause. Ask Wizmo about Gypsina.
“Gypsina is the leader of the gypsies who live by
the lake,” he says, It's like talking to an Alzheimer's
patient without being able to interrupt. This is a
real hoot when you come across someone with a
lot of exposition, complete with a three-second
mandatory pause between every line of dialogue.
...but a Real Beauty Within
Yet, something happens about five hours into
Wizards & warriors. You start to see how
D.W. Bradley's almost 20 years of experience with
RPGs has served him. The kernel of this game is a
shrewd, meticulous, character-advancement
system woven into the gameworld. You define your
characters by the quests you finish, not by simple
choices from a menu before the game even starts.
From four basic classes and a few races, WIZARDS
& WARRIORS blossoms as you play, sprouting new
classes, new skills, and unique traits. You can
become a vampire or a ninja or a poison-resistant
Terminal Reality lets you go off-imading in style
Off the Beaten Path
S UV lunacy is still sweeping across North America.
Exploding tires, instability, and inflated gas prices aside, people
are still purchasing those outrageously priced vehicles that must
give Ralph Nader heart palpitations every time he’s on an interstate.
Whether it’s a Toyota Land Cruiser or a Ford Explorer, some variation
on the damn things can be found everywhere.
Now the phenomenon has been brought to your PC, courtesy of
Terminal Reality's 4X4 EVOLUTION. The enjoyable arcade-oriented
racer lets you get behind the wheel of those SUVs you loathe {or
secretly love) and take a look at life away from highways and strip
malls. It's an ode to off-roadmg that is nearly a complete success,
thanks to a wealth
of options, a pile of vehicles, and
enough modes of play to ensure a
long lifespan on your hard drive.
Best of all. Firestone tires are
nowhere to be found,
Say Goodbye to Ford Country
The licensing department at
Terminal Reality was certainly thorough when it lined up vehicles for
inclusion in 4X4 EVO: a whopping 66 sport utes for your driving plea-
sure. Nearly every manufacturer, from prestigious international names
like Lexus to homegrown blue collar standards like Chevy, is repre-
sented. You can navigate each ride through the featured 1 6 courses
in four game modes. Quick Race is just as it sounds, while Tme
Attack lets you chase a ghost car representing benchmark times.
Career play starts you off with a straight-off-the-lot cheapie that you
must drive through progressively difficult races for cash prizes. Do
well, and you’ll soon be trading up from Ford Country. Multiplayer
modes are supported through Internet and LAN connections. As an
added plus, Dreamcast and Mac owners can go head to head with
the PC crowd online. The GameSpy Arcade program has been
included, so you'll almost always be able to find an opponent.
As for how these options play out, fun dominates over physics.
While the laws of gravity are still in effect, just about everything else
has been tweaked. Thankfully, this doesn't mean that all the vehicles
perform identically. On the contrary, there's a vast difference be-
tween, say, the handling of a Dodge Dakota and that of a Toyota
4Runner. A strategic approach has to be taken in each course,
depending on your current ride, Setting plays a major role as well.
Snow must be respected or you'll soon find
yourself sliding past checkpoints or off the
edge of cliffs. There is also no damage model,
so feel free to leap across chasms, rivers, and
battleships with no risk of injury to life or limb.
Fast and Loose
Playing so loose with the laws of physics
leads to the occasional jarring moment. For
example, it's odd that you can bounce off an
opponent's fender with no ill effects, while run-
ning into a barrel can slow you to a crawl. I
understand the design reasons behind imple-
Requirements; WinilDws SS/9B/2D0Q/NT 40, Pentium 2D0MH2 MMK. a2MB RAM. 3D accelemor video card wi'Ui 4M3 ot texture RAM. 3D0MB hani drive spars, sound rani,
DirectX 7.Q3 (incluilrid). ReGommenttaii Requirements: PenMI 400MKz. 64MB RAM. 3D Support: Dlre[;t3D, OpenGL Glltle. Multiplayer Support: Intotnel
(uses Die CameSpy Arcarle malctiing program), UN.
Publisher: Gathering ct Developers • Developer: Terminal Reality • $40 • www.godgames.com • ESRD Rating: Mature
CGW RATED
4X4 EVOLUTION
I reviewed by Brett Todd j
BUMP AND GRIND Computer drivers are both aggressive and cun-
ning. if they're not bluntly smashing you nut of the way, you can be sure
that they’re sneaking by you on a shortcut
BRRRRR! The driver s seat point of view leaves something to be desired,
even with such great scenery outside the cab. I get chills just looking at
the frozen wasteland of this arctic track.
menting collision detection like this, but that doesn't mean I accept it
when it pops up on my monitor. I’m also not crazy about being able to
rip right through any sort of terrain feature. “Fun comes first" philoso-
phy be damned: you shouldn’t be able to drive underwater.
The courses are as fully realized as anything ever seen in a driving
game. Each one comes with complete environments that include
birds taking off right in front of your windshield, planes and hang glid-
ers roaming the nearby skies, and everything from common transports
to stealth fighters jamming the pavement. They represent many differ-
ent themes as well, including an arctic wasteland, a restricted air
force base that bears a strong resemblance to Area 51 , and a tropi-
cal paradise, among others. Audio lacks these immersive qualities. All
the vehicles sound the same, and environmental sound effects are
either non-existent or dialed so far down in the mix as to be inaudible.
4X4 EVO is a great choice, whether you'd like to be the guy driving
that cherry red Lexus LX-470 blocking the lane in front of you, or if
you'd like to blow him off the road with a rocket launcher, No matter
what you think of SUVs in the real world, there's a lot of entertain-
ment to be had with them in the virtual one. 2317
STRATEC3Y % REVIEW
Fight WWII without hexes and supply lines
Less Is More
Smart but Stupid
The Al is reasonably aggressive, and many of the set-piece
encounters have overlapping fields of fire. You can't use standard
RTS tactics to flood the enemy with forces. For one thing, you have a
fixed number of units, though you occasionally
aquire reinforcements. Using smart, combined-
arms tactics is a must. But pathfinding can be
a problem at times. On more than one occa-
sion, key units wandered away from the desig-
nated axis of advance and got massacred.
Some of the missions are gargantuan, leav-
ing you to manually manage hundreds of units,
yet the only tools you have are the standard
“Ctrl-number” grouping. While the vehicle
renderings are gorgeous, it’s easy to lose track
of the tiny human soldiers, especially in
forested areas. Performance was occasionally
a problem, even on an 866MHz Pentium III.
There would be a visible “surging” of units.
particularly fast-moving aircraft.
Still, Sudden strike is undeniably fun. It’s not really a wargame,
but it does extend the RTS genre into an interesting new direction.
It’s definitely worth checking out if you're tired of the standard
"harvest-build-rush” games. fKdt'V
Requirements: Pentium 233. 32MH hani dtive space. Recommentled Requirements: Pentium It. 64MB HUM. 3D Support: Hone
Multiplayer Support: LAN. Internet (2-12 players).
Publisher CDV Software • Developer: Fireglow Software • $47.50 • www.sud[lens(rlke.coni • ESRB Rating: Pending
CGW RATEO
Lots of faeautlfuliy
rendered, smart
units battling
across lush
landscape.
It s not euen
“wargaming
lite” — more of a
real-time strategy
with some perfor-
mance issues.
Revisionist History
Fireglow has done such a wonderful job of depicting the World War
II environment that I got jarred out of my immersion when I encoun-
tered game conventions that were more RTS-like than wargame-like.
For example, in an early Allied mission, I captured three German
armored cars and used them to mop up the rest of the Wermacht
forces. So what, you might think - except that none of my men drove
the armored cars. Nor did they fight back - they simply capitulated
and voilal Instant armored force!
O nce you realize that SUDDEN STRIKE is a real-time strategy
(RTS] game and not really a wargame, you can sit back and
enjoy it for what it is; a solid, 2D RTS. The brainchild of
European developer Fireglow Software, SUDDEN STRIKE has been a
major hit in Europe. Now, the U.S. version is set to invade our shores.
Other RTS games have tried to adopt a historical flavor; the AGE
OF EMPIRES series comes to mind. But SUDDEN STRIKE is one of
the most detailed depictions of a historical milieu not seen in a combat
simulation. There are many units, all rendered in glorious detail. You've
got everything from Panzer Vi's (King Tigers), the venerable T-34,
artillery pieces, and a large variety of aircraft at your beck and call.
The lush, 2D backdrops are painted in loving detail, with urban
environments, farms, and forest and winter landscapes. You can
choose single missions or multiplayer,
and one of three campaigns. The cam-
paigns are set in different periods of the
war: The Germans begin early in the
war, with the invasion of France; the
Russians have to fend off the German
assault in 1 941 . The Allied campaign
begins with D-Day in Normandy. Each
campaign plays a little differently, partly
because of the unit mix, but also be-
cause tactics and weaponry evolved as the war progressed.
SUDDEN
STRIKE
reviewed by Loyd Case
REVIEW
STRATEC3Y
It’s a big job, but somebody has to do it
King of the
ilniverse
F ans of space empire-building games have long been searching
for a successor to the MASTER OF ORION series. Microprose's
classics are the standard by which subsequent space games
have been measured, and most have fallen short. SPACE EMPIRES IV
is the latest in what began as a series of shareware titles, and the cur-
rent incarnation (available only through online ordering from boutique
publisher Shrapnel Games) has matured to the point where forlorn
gamers can stop carrying the torch
for the old love. While not a clone
of the MASTER OF ORION series,
SPACE EMPIRES IV shares with it a
depth and breadth that no other
current space-empire game can
match. The functional graphics and
lack of special effects may turn off
those looking for an impressive dis-
play, but serious strategy gamers will find virtually every wish fulfilled.
window before opening another leads to a lot of extra clicking, but for
the most part, Malfador Machinations has stuck to the tried-and-true
model present in games like the MASTER OF ORION series. Where
REACH FOR THE STARS built a game around an interface design
and discarded anything that would have bogged it down, SPACE
EMPIRES IV cheerfully throws in everything but the kitchen sink and
trusts that the committed player will manage. For the most part, the
game gets it right.
SPACE EMPIRES IV has that uniquely satisfying feel that veteran
gamers associate with the “good old days" of gaming. Never flashy
but rarely clunky, SPACE EMPIRES IV captures the essence of what it
must be like to rule a galactic empire with a mouse and keyboard.
Micromanagement fans are in for a smorgasbord of mouse-clicks.
Space strategy has never been so good. LK'i'.'J
SPACE
EMPIRES IV
I reviewed by Bruce Geryk |
My Kingdom for a Meson Blaster!
SPACE EMPIRES IV has all the hallmarks of a game designed by
someone who knows exactly what the hardcore audience wants. From
the start, you’re faced with a galaxy of options, tweaks, and choices.
Almost everything about the setup is customizable, from the galactic
layout to the characteristics of your race; when you take charge of
your empire, you'll have fo make decisions in dozens of research
areas. Systems are connected to each other through a series of warp
points, so you don’t need to constantly scan the galaxy for threats.
In SPACE EMPIRES IV, the immersion is in the details. The universe
is divided into star systems, and each system has a variable number
of planets - each with a different size, atmosphere, and resources.
Minerals, food, and radioactive ore are the three resources that make
SPACE EMPIRES IV tick; you need to balance production carefully
over a wide range of planets in different systems at times. It’s not tire-
some because you are provided with so many choices at every step;
the feeling of control is total. Not only is there a tactical space com-
bat element, but there is a design component to vehicles for ground
combat as well. Each planet can support a variety of different struc-
tures chosen by the player. While there are no
individual tech trees for different races, the
game has enough variety to make this seem
unimportant. Only the lack of comprehensive
documentation (and a less-than-satisfactory
HTML manual} mars this outstanding game.
CGW RATED
A space micro-
management
extravaganza with
all the trimmings.
IE
: Not for the
spreadsheet*
i challenged or
i manual-depen*
I dent.
Space Junk
With so much to manage, it’s almost
inevitable that the game becomes somewhat
unwieldy at times, and there are indeed points
at which SPACE EMPIRES IV threatens to
swamp its interface. The need to close one
STAR FLEET BATTLES Battles too big to manage can be auto-
resolved at the strategic level.
1 l.og ... I
I ' - . / IfV/l I
! y* ' I w.tjdfl)c. to
\ t .-'v i I
■ , ' V 1
Oc-i , ;.i
i»s jq ■ y| ■;
DECISIONS, DECISIONS Damage control is improved by an auxiliary
bridge. But what about the uranium gun? These are the decisions you’re
faced with every time you design a new ship.
I ,/ IW tn-
Requirements: Pentium. 32MB RAM. 12DMB hanl drive space. flecommendedHSSvtepaits: Feotluni 200 tor,la|Bf'iHniB3 3D Support; None
Multiplayer Support: Hoiseal anil P6EM (2-12 players) moderaled: slmellanepus-move option available. No CD reooited in drive.
Publisher; Shrapnel Games • Developer: Malfador Machinations • $40, plus shipping • www.8hrapnelgames.CDm >
ESBB Rating: Not rated
SPORTS \ REVIEW
A course designer and some significant toveaks pump new life into LINKS 2001
Tee Time
W hat do you do when you own the PC golf franchise that has
led the pack since the days when hard drives were smaller
than today’s game patches, but find that the competition's
innovative new features have blown you away? If you're Microsoft,
you release LINKS 2001 , adding a few new features and a long-
awaited course design tool, and declare it a revolutionary change in
the series. Is it? The answer depends on what you value in a golf stm.
Drive for Show...
This is still very much a LINKS golf sim in terms of gameplay. The
main swing interface remains the venerable tri-click that was intro-
duced back when the Commodore 64 was the hottest machine on
the market. The Powerstroke mouse swing is also back, but while it
allows some in-depth swing control, it is really too tough for most
weekend duffers to master. Also, it
LINKS 2001
reviewed by Jeff Lackey
is still not synched in real time to
the onscreen golfer. The tri-click
and the Powerstroke are primarily
about reflexes, while a real-time
mouse swing (such as the
Trueswing in PGA 2000) is about
feel. It’s literally different strokes
for different folks; If you love one,
it's tough to convert to the other.
Graphic
this the prettiest golf game on the market. Past
versions were marred because the golfers
looked “pasted” on to the course. That's been
eliminated in this version: Now the entire
course looks beautifully integrated. LINKS
2001 still lacks a “snap-to-lie” view, in which
the full screen switches to a view of the ball's
landing area, substituting an insert picture
which doesn't really capture the same feel.
However, the Insert view can be set to just
about any location or angle your heart desires.
Sound quality is quite good in tournament
mode, not so in non-tourney mode. There are
no commentators in tourney mode - instead,
you’re in the aural environment of an actual
competitor. The crowd oohs and aahs and
groans, cameras whirr, and cheers arise from
nearby greens. Be forewarned that this is a tough
crowd; they'll meet long approach shots landing
close to the pin with stony silence. In non-tourney
mode, you are cursed with playing partners
who tend to repeat the same phrases over and
over and over. Thankfully, you can turn their
comments off.
Ball physics are always superior in a LINKS
game, and they're only improved in LINKS 2001.
Suffice it to say that the ball behaves precisely the
way you would expect it to in real life.
Putt for Dough
You’ll notice a few changes on the green. To
start, a color-coded grid with different hues repre-
sents different elevations. Also, the aiming pole
now projects a slope-indicating arrow. Putting
feels a bit tougher - quick putts that would have
dropped last year now bounce out of the hole.
Last but perhaps most significant is the Arnold Palmer Course
Designer. It's complex enough that the average gamer may have a
tough time re-creating his or her local club course, but the top course
designers on the internet will love the power of this baby. Expect
some awesome free courses to start flooding the Web. Finally,
Augusta in LINKS 2001 graphic glory! Unfortunately, until
Microsoft releases a promised course converter, your old courses
will not run on LINKS 2001.
In summary, it's still LINKS, but with the course designer and
graphic improvements, it truly is improved. And that means that
this is indeed a very fine golf game. Is if the ultimate, be-all-end-all
golf sim? Not yet - add a real-time mouse swing, some dynamic
full-screen camera views, and a real career mode to LINKS 2001 's
superb physics, superior graphics, huge number of play modes,
and outstanding online play. Then, there may be no need to look
at any other PC golf game. Kq'.7
Requirements; Windows 95/Q8, ME, or 2000; Penlluni-ll 260 MHz;
Rerammanded Requirements: 4MB RAM. SMB video cod with
via MSN Gamine Zona or TCP/iP {2-4 players).
Publisher Microsoft • Developar: Access • $SS • www.microsofLco[n/gamesflinks2001/ • ESRB Rating; Everyone
48MD HAM (G4MB (nr Winiidwa 2000); 25DM0 iiaid drive space: sopporied 4MB video card; 4X GD-RDM.
hardware acceleration. 30 Support: DSD Multiplayer Support: LAN. modem la modem, lotemet
REVIEW
ACTION
A horror game pioneer returns with more sinful entertainment
The Devil Is in the Details
C omliine the marketing philosophy of the guys who
developed ^i/rv/Vorwith the spooky mansion that
served as the backdrop for every film that Vincent
Price ever made, and you'll get THE DEVIL INSIDE. The latest
effort from ALONE IN THE DARK creator Hubert Chardot
attempts to rework the trusty action/adventure horror formula
into a TV-like experience that is equal parts hoot and horror.
Interesting concept aside, the experience isn't very good.
This House Is Cursed to Hell
You take the role of Dave Cooper, an investigator for a
cable TV show about the paranormal called, interestingly
enough, “The Devil Inside.” The reality-based program is
inquiring about an executed serial killer called The Night
Howler who seems to
have returned from
beyond the grave. This
baddie has locked himself
up in a cursed mansion
along with all manner of
zombies, ghosts, and
other horror genre staples that you
must gun down en route to the
final battle. Dave has access to
both high-powered weaponry and his very own devil inside, a curvy
succubus named Deva. Find an activated pentacle and you can morph
from one to the other, trading a shotgun for magic spells or vice versa.
Every move that either character makes is captured by a trailing
cameraman and is beamed back to a studio set hosted by a siimy
game-show-hosl-type named Jack T. Ripper.
Gameplay is action-oriented, though combat is never all that frenet-
ic. Those adventure buffs who fear that their twitch skills won't be up
to snuff shouldn't shy away. The pace is leisurely - even when you're
facing off against bondage-suit-wearing red devils toting machine
guns. At the same time, however, the adventure angle is under-empha-
sized. You’ll mostly be hunting down keys and other items necessary
to open doors.
Presentation values are fairly high, though the proverbial boom mike
shows up in a few places. Visuals are appropriately dark and gloomy,
and the accompanying soundtrack is both eerie and energetic. At the
same time, many of the rooms in the run-down
THE DEVIL
INSIDE
reviewed by Brett Todd
mansion look the same, and the audio often comes through as tinny
and grating.
A Botched Experiment
That's about it for the positives. A number of major obstacles have
been placed in the path of anyone who wants to enjoy THE DEVIL
INSIDE. The clunky reality show theme is one of the most annoying
contrivances I've experienced in a computer game. Constant interrup-
tions from the nasal host and his bevy of bimbos break any tension
that might be developing: it also seems that Gamesquad rounded up
kids from the nearest mall to provide the voice acting. Yet even if the
studio cutaways were performed adequately, it doesn't seem possible
that the TV show idea could have been successful, ALONE IN THE
DARK was a hit because it locked the lone protagonist in a haunted
house. That atmosphere can't be re-created when a cameraman dogs
your every step, and catcalls and cheers from a live studio audience
punctuate each showdown with the undead.
Those who appreciate the setting have to deal with other flaws.
Gamepad support isn't provided, and the mouse and keyboard control
system isn't satisfactory. Swiveling to face enemies in combat is very
tricky. My Windows volume setting maxed out every time I started the
game, forcing me to drop back to the desktop to dial it down. Playing
with the in-game sound options to fix this resulted in the program's
refusal to initialize my sound driver. A reinstall was needed to get up
and running again.
THE DEVIL INSIDE plays more like a botched experiment than a
game. That wouldn’t be so bad if the designers accomplished some-
thing meaningful in the midst of all the miscues, but this is a poorly
thought-out gimmick that grows
tedious after less than an hour. If
there is a next time, Gamesquad
should concentrate on the
basics and leave the reality
television to television. KdlV
ONE FINE LOOKING LIL’ DEVIL Find the
right locations in the mansion and Dave can
release Deva. Her mastery of magic spells
makes a nice counter to Dave's run-and-gun
tactics. Plus, she’s wearing a vinyl catsuit
Requiroments: Penlium-ll 233, 32MB HAM, 123MB lisril drive space. Recommended Requii
3D Support: BIrsctBO Multiplayer Support: None
Publisher: Take Two InteractlvefTalonSoft • Developer: Gamesquad • $4D • www.talonsoftcom
ESRB Rating; Mature; animated blood, gore, and violence.
i: Peiilluni:tl.4|]Q,’6iMB HAM.
FLIGHT SIIVI REVIEW
Publisher: TalonSoft • Developer; Mission Studios • S40 • VAVw.jetfiBhter4.coni • ESRB ReUng: Everyone
Fight the bad guys in the skies over California
I Left My Afterburner in
A flight Sim doesn't have to have a manual the size of the
Gutenberg Bible to be a lot of fun. The JET FIGHTER series has
historically been one of the better flight combat games for
those more concerned with shooting lots of missiles than with
figuring out how to set the STT mode in a complex radar system.
Unfortunately, JET FIGHTER 4: FORTRESS AMERICA appears to
take the franchise one step forward and
two steps back.
JETFIGHTER IV:
FORTRESS
AMERICA
This Land is My Land...
Russia and China have joined forces
and attacked the U.S. mainland. Your job
is to drive the evil super-empire out of
your homeland and restore Truth, Justice,
and the American Way. Your role is that of a U.S, hot-dog pilot, quali-
fied to fly the F-1 4 Tomcat, the F/A-1 8 Hornet, and the F-22 Raptor.
Unfortunately, beyond the graphic representation of the planes,
there’s no discernable difference in flying any of the aircraft. One
reason for this is that there's
not even a hint of realism in
the way the planes fly. The
flight model is simple: The
plane instantaneously goes
wherever you push the stick.
While it may seem unfair to
attack a lite flight sim for poor
flight physics, there should be
at least some distinguishing
characteristics of a flight
model, if for no other reason than to warrant three different planes to
choose from. In real life, the F-22's raison d'etre is its stealth capabili-
ty, yet here, it is no more sneaky than a lumbering F-1 4 Tomcat.
The graphics are quite nice, although the optional high-resolution
set requires an additional 1 gig plus of hard drive space. You get to
fly and fight around such landmarks as the Golden Gate Bridge; the
familiar settings add a nice touch of immersion. Even with the eye-
candy, the game ran almost as smoothly on a
Pentium-ll 400 with a TNT2 video card as it
did on a Pentium-Ill 833 with a Voodoo 5,
You Against the World
Since JET FIGHTER 4 makes no claim or
effort to be a realistic simulation, it lives or
dies by how good a game it is. It's not bad,
but there are some significant deficiencies.
Most glaring are options that have been left
out of the game. Multiplayer is simply missing
(the company has promised a patch to fix
this). Want to use that fancy force-feedback
joystick? While you can select it as an option,
force-feedback has been left out of the game.
In addition, both of the systems on which JET
FIGHTER 4 was tested had some crashes,
But the more significant flaws are in the
CGW RATED
Good graphics;
accessible;
smooth frame*
rates on average
machines; random
mission generator.
Multiplayer and
force-feedback
options don’t
work; “Cheat”
keys are neces-
sary; no practical
differences in the
three planes.
gameplay. While the campaign contains a variety of prescripted
missions, most play out the same way; No matter what the objective,
you will be forced to defeat large quantities of enemy aircraft and to
evade massive SAM attacks. Your wingman will quickly be shot down,
so you will have to save the world pretty much single-handedly. As a
result, no matter how skilled you are, you will not be successful in the
campaign unless you employ the cheat keys to constantly re-arm.
Mission events are the same each time you fly them: Enemy fighters
appear at the same location, SAM sites will be in the same spot, and
so on, A good sim-lite needs compelling and surprising missions as
well as other interesting features (a well-developed set of plots and
subplots, wingmen with distinct personalities, squadron management,
and so forth), none of which are present here. Without these, JET
FIGHTER 4 can provide an entertaining diversion, but it lacks the
substance to be anything special,
Requirements: Wirdiiws 95/98, ME. or 2009; Pentium-ll 333 MHz; 32M8 RAM: 4D0MB hard drive spaoe; DireclX-comnalible 30 aoceleralor wilh 4MB HAM; 4X CD-ROM.
Recammended Requirements: Pentium-ll 4G0 MHz. 3D atxeleiator with t6MS RAM, 64M8 RAM. 3D Support: D30 Multiplayer Support: N/A as shimted.
EVOLVE
AMD^
thiori
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Floppy Drive 1.44MB
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Black Floppy Drive 1.44MB
40GB 7200RPM Hard Drive Ultra ATAIOO
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Koolmaxx Video Cooling System
SoundBlaster LIVE! 3D Sound Card
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ALIEIMWARE.COM
HARDWARE
IN SEARCH OF THE ULTIMATE
GAMING RIG • REVIEWS • NEWS
Intel Guts the Cord
NEW CORDLESS DEUICES NEED MORE TIME IN THE
DESIGN STDDIO— AND A LOWER PRICE.
iny
BASE
STATION
W ith all the debris of
our modern lives
cluttering our work-
spaces, not to mention candy
wrappers, magazines, and
the assorted detritus of a
thousand gaming episodes,
the prospect of cordless
input devices is an
attractive one. The less we
. have to untangle to get a
! joystick, mouse, or two
gamepads going, the better.
Logitech’s cordless mouse
and keyboard have grown so
popular that Microsoft and
Intel are struggling to catch up.
Microsoft has dropped the price
on its cordless mouse down to a
little over S30. Mighty Intel has
responded by introducing three
new wireless controllers that are
expensive, obtrusive, and seemingly
in need of further refinement.
Baseless Station
You would think that Intel would have studied
the competition a little more closely. Logitech's
base station is about the size of a Walkman, and
is easy to hide. The
hu Inifri Pncp Intel base station is
Dy Loyo base huge by comparison,
and looks like one of
the mutants from that old LucasArts game DAY
OF THE TENTACLE. It’S ludicrously Shaped, isn’t
stackable, and has a huge footprint. Granted, it
supports up to eight cordless devices, but it's an
eyesore. On top of that, Intel has the temerity to
charge 60 bucks for it.
The base station plugs into a free USB port.
This means that the mouse and keyboard are
both USB peripherals, which can make installing
Windows or bringing up your BIOS setup screen
a bit awkward— keep your old PS/2 keyboard
around if you need to
install anything. In
fact, when you set up,
you have to install the
base station and its
drivers before you
install the other cord-
less gear— and you
need to keep your
PS/2 keyboard
plugged in until the
Intel keyboard is up
and running.
The Keyboard
Of all the Intel cordless
peripherals, the key-
board is by far
the best.
KEYBOARD
BASE STATION
KEYBOARD
MOUSE
GAMEPAD
PROS ■
PROS ■
PBOS ■
PROS
Cool, spread-spectrum
wireless technology with a
range of up to 1G feet.
Good tactile feedback; good
ouerall feel.
it’s cordless.
Cordless; mouse activation
button; good feel.
CONS
CONS
Slick surface makes
CONS
CONS
Can't be used for BIGS
it problematic for gaming;
An otherwise undistin-
Ludicrous shape and size;
should be free with
setup or installing the OS;
non-ergonomic; a bit
a little on the heavy
side.
guisheri gamepad;
expensive.
peripheral.
pricey.
Cost: $60
Cost: $80
Cost: $60
Cost: $65
440
HARDWARE
Product photos by
Hayden Houser/DIGiTAL CLARITY
shape; it works as advertised. The buttons
and D-pad have a firm feei, with good tactile
feedback, and they don’t require excessive
pressure. One nifty feature is the mouse activation button.
When you press it, the D-pad can move the mouse cursor— a
handy thing to have as you lean back to play a game, only to
discover you need to navigate menus with a mouse.
More Power, Scotty!
Did I mention batteries? Intel must own stock in the
Energizer Bunny. The keyboard requires three AA bat-
teries, and the gamepad and mouse each need three
AAA batteries. If you have any type of cordless
peripherals, I strongly recommend finding recharge-
able NiMH batteries, w hich have no “memory” and last for
thousands of recharges. ^<■1'.'/
The keys have excellent tactile feedback, and
the keyboard feels solid and durable. The cursor
keys are in a nifty rocker switch that's vaguely
reminiscent of a gamepad's D-pad. There are
four LEDs that show the status of Caps Lock and
other functions, plus buttons that can be used
for controlling the CD drive (when used as a
music player). Four more buttons can be cus-
tomized to launch whatever application you
desire. The first time you press one of the but-
tons, a dialog box that lets you easily assign a
function to the appropriate button opens up.
There's also a large button that resembles a
power switch, but all it does is launch the Intel
wireless peripheral control panel.
This cordless keyboard has a better feel than
Logitech's standard cordless keyboard, but
Logitech’s ergonomic version seems like a better
design. I'm a heavy-duty typist, so your mileage
may vary.
The Mouse
The mouse is symmetrical, so left-handers can
use it easily. However, it's a little too smooth for
my taste, and a bit awkward to pick up. It seems
ill-suited for intense gaming, when a slippery
mouse top can be a handicap.
The Intel wireless "mouse accessory" is other-
wise a pretty ordinary three-button wheel
mouse. Intel made a stab at being chic with its
translucsent blue base, but it's not quite trans-
parent enough to be noticeable, and doesn’t
light up— so even that gesture falls flat.
The Gamepad
The Gamepad Accessory
looks a bit like those airline
pillows that fit around your
neck. It works pretty well.
However, since it’s cord-
less, it practically cries
out for motion-sensor
capability, like the
Microsoft Freestyle. But,
alas, it’s a pretty stan-
dard gamepad, once you
get used to the odd
Killer Rigs
1 BUILDING THE ULTIMATE GAMING MACHINE ■
@ Power Rig
1 Component Manufacturer Price The Skinny |
Case
Antoc SX-B30
S213
300 watts. 6 bavs. olentv of coclinn
Mctherboarti
ASUS A7V
S140
Via KT-133, AGP 4X. Solid mobo
CPU
AMD Athlon 1.2GHz
S530
Kail to the Kina, babv
Memorv
384MB of PCi33 SDRAM
S30Q
Ouanblv has a oualitv all its own
Primarv Grachics
Hercules Proohet II Ultra 64M8
S500
Can vou sav ciaaoixel?
Disk Controller
Adaotec 2916D Ultra 160 SCSI
$190
Sliahllv faster, but also PCI 64 suoDort
3.5” FIqodv Drive
Teac
S20
You still have to have one
Hard Drive
Quantum Allas 10k - II (Ultra SCSI)
$859
Now at 36GB
Backuo
Creative DVD-RAM drive
$270
5.2 ains of backuo
CD-ROM/DVD
Pioneer 6x SCSI 0VD-304S
$170
New Pioneer Slot-Drive DVD
Monitor
KDSAV-21TF 21"
$700
Trinitron lube, oerfectlv Oat. beautiful color
Primarv Audio
Sound Blaster Live X-Gamer 5.1
$99
Your sonic world in 5.1. four- or two-channel
Soeakers
Kiiosch ProMedia V.2-40Q
$250
Loud, clean, uncolored, and kickin'
Networidnn
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$40
Reach out and frso someone
Networirinn Hub
Netoear D810S
$95
Multinlaver & DSL modem suooort
Keyboard
Microsoft Natural Keyboard Pro
$59
Natural in. Newtouch out
Mouse/Pointino Device
Logilech MouseMan Optical
$49
It lust feels better
USB Hub
LDOilecIi WiiinMan 7-Dort USB Hub
$70
Get them USB norts unstairs
Flinht Jovstick
CH F16 Combatslick USB
$55
Onboard throttle. It iust feels rioht.
Rudder Pedals
CH Pro Pedals USB
$100
Neariv oerfecl foot nlacement
HWWtf
■H
■ lean Machine |
■ Component
Manufacturer
Price
The Skinny
Case
Aniec Gemstone Case
$100
In black, of course
Motherboard
ASUS A7V
$140
Solid, stable. Socket-A Athlon motherboard
GPU
Athlon 900 w/coollnn fan
$265
Sunersonic Thunderfaird
Memorv
128MB PC133 SDRAM
$100
126MB. sQueezed in
Disk Controller
Built-in UOMA/33
so
It's in there
Primarv Granhics
Guillemot Pronhel II 32MB DDR
$290
Screamin' GeForce 2 GTS card
FIoddv Drive
Teac
$20
Still ootta have it
Hard Drive
Maxtor Diamoiidmax 6800 Plus 20.4GB
$135
Fast and cheao
CD-ROM/DVD
Pioneer DVD-1(J5S
$120
Slot-drive DVD
Monitor
Ontiouest Q95
$300
Solid 19" monitor at a budaet orice
Primarv Audio
Sound Blaster Value
$45
R.I.P. Aureal
Speakers
Boston Acoustics 6A-635
$69
Good hiahs for bottom dollar
Modem
Acliontec PCI Call-Waitinn Modem
$70
Solid oerformance. Qood orice
Keyboard
Microsoft Internet Keyboard
$20
Cheap, nice add-on buttons
Mouse/Pointino Device Looilech USB Wheel Mouse
$25
Better than the ‘'namlnn" mouse
Joystick
Logitech WingMan Extreme Digital
$39
Very solid 3D joysbek vrith USB
1 Total $1,729
The Fine Print: All recanimendallDns bescd nn nutiial evaluations and lestlnn. Prices lisled are average low quotes from Web 1
price search engines like
! www.cpmputetshDpper.coni or www.pricewalch.t
tom. Lists cpnipited by Dave Salvator. |
IWTflTT
• CnMPUIFR GAMING WDRID
HARDWARE
Under the Hoed
BY BAVE SALVATOR
Gaming in Dnbiy
are feeling just a little neglected amidst the
harangue of hyi^e? Here’s the silver lining; As con-
sole developers, many of whom also make PC titles,
and PC game developers, venturing into console
, ii-r-zi i-ii I'n waters (Epic, Bungle, Molyneaux, and so forth), get
New som CaraS bring 5.1 to games. But do we need it? their coUectlve brains around how to make game
■ audio resonate in Dolby Digital, they can leverage
that know-how into subsequent PC titles they
create. This cross-platform poDination will most likely be
strongest with Xbox games, given the platform’s PC roots
W hen Britain's loudest rock band, Spinal Tap,
recorded the now-legendary album Smell the
Clove (released as the Black Album), they
mixed it in “Dubly" (Dolby) to give it that unique
sound. When we heard Dolby Stereo in Star Wars (1977), it
forever changed how we experienced movies. And when
Dolby Digital 5.1 invaded our homes, Ray Dolby et al again
redefined the cinematic sensation. The ability not only to
re-invent an experience but to fundamentally change our
conception of it is one of teclmology's greatest powers.
Bringing Dolby’s sonic wizardry to gaming seems
like a no-brainer. With a wealth of S300 5.1 speak-
ers, and 5.1-capable sound cards from Turtle
Beach, Creative, and Philips, these companies are
betting that 5.1 wUl be the next Big Tiring. (A 5.1
speaker setup has a subwoofer and five satellite
speakers: front-left, front-center, front- right,
surround-left, surround-right.) If Dolby Digital can
do for games what it’s done for movies, it may be
on to something. When you consider that all three
of the new consoles (PlayStation 2, GameCube, and
Xbox) will have Dolby Digital capabilities too,
suddenly this starts to get interesting. But there
are several hurdles to clear.
First, there is the practical consideration of unit-
ing the tribes. Most PCs don’t live in the family room,
where most 5.1 speaker rigs wind up, so let’s approach this
the other way: Put the 5.1 speakers where the PC is. This
might seem the easier way to go, except that you’ve got to
run wiring for the two rear-channel speakers, which— given
the home offices (read: converted broom closets) where
most PCs live— may not be an easy task. Here’s where it
makes sense to fall into console gaming's slipstream.
Console Drafting
In bike racing, drafting is a teclmique in which
you ride behind the leader of the pack, letting
him or her bear the brunt of the oncoming wind
while you pace and don’t have to work as hard.
It’s this kind of arrangement that console
games (the leader) will have with PC games
(the drafters) with Dolby-enhanced
audio. Several factors combine for
console games to lead the way. For
starters, the new consoles will be in
gamers’ living rooms where that 5.1
speaker array will be. So, given the pres-
ence of the needed run-time hardware
(the console and 5.1 speaker set),
console game developers can begin to
seriously consider how their game
audio could sing in 5.1 glory. Great.
But what about us PC gamers, who
and that games written on it will use DirectX.
Sonic Parlor Tricks
I’ve been evangelizing about 3D positional audio here at
CGW for several years, and I continue to believe in its
power to make great games greater. Titles like SYSTEM
SHOCK 2 and THIEF serve as prime examples. But the prob-
lem with 3D positional audio in two channels is that listen-
I’ve been evangelizing about 3D
positional audio here at CGW tor
several years, and I continue to believe
in its power to make great games
greater. Titles like SYSTEM SHOCK 2 and
THIEF serve as prime examples. |d
ers localize (determine the location/direction of a sound
emitter) with varying ability, both in the real world and
when parked in front of a pair of PC speakers. There’s also
the problem of “sweet-spotting,” when you move your
head out of a certain, fairly limited area, and the 3D imag-
ing essentially falls apart. Despite some success stories,
the truth is that a real speaker beats a phantom speaker
any day of the week, and it looks like our sonic future has
six chajrnels in it. Although truly Dolby Digital-aware titles
are a good ways off, these new sound cards can take exist-
ing DirectSound game audio and output it in a Dolby-like
5.1 format, even though the game isn’t Dolby-aware. This
is a great step in the 5.1 direction and allows game
developers to begin thinking in six chaimels instead of
two. Although I’m not ready to clutter my
broom closet/home office with a 5.1 speaker
rig just yet, as soon as the first killer game
ships that proves Dolby Digital’s mettle for
PC games. I’ll figure out a way to array those
surround channels to transport me further
into that game’s world.
MidiLand's S4 82Q0 speakers aller true
Dolby Digital surround sound for about S400,
but you’ll need a 5.1-capable sound card to
fully experience them with your games.
Will Dolby Digital advance the state of PC
gaming audio, or is it just hype from Dolby
and soundcard makers Jooking to seil their
latest wares? Give me your take at
cgwJiardwareiS'ziffdavis.com. LisLJ
COMPUItn GAMING WORLD • caw.gimes
»w||me]^c^!lilht^D^pliiH|^^S^^^
P.^-^'r^l ^t K > ^ PC- OCTOBER 2000.
You said gimme the uitimate 3D gamer board and ATi did with the award-winning RADEON" 64MB DDR.
RADEON" 64MB DDR deiivers hurricane-force, reaiistic 32-bit true coior 3D graphics, has the most
comprehensive support for DirectX* 8.0 so you can play aii the top 3D games now and in the future and
features industry-leading DVD piayback. RADEON", now you got it. Now you get it — all.
11 i
Visit ati.com
Copyright 2000, ATI Technologies Inc. All rights reserved. ATI, RAOEON and RAOEON ODR are trademarks andtor
registered trademarks of ATI Technologies Inc. All other company and/or product names are trademarks and/or
registered trademarks of their re^sective manulacturers
HARDWARE
+Tecii Medics
Yau^/e Got Gluestions, We^/e Got Answers by Dave Salvator
Wounded on the technological front? Our medics may be able to patch you up and get you back into the action.
Send your gaming-related technical questions to cgw_hardware@ziffdavis.com.
Cable Modem
Users Are
People Too...
I've received a ton of mail
from readers whose DSL
and cable modem connec-
tions are now going much
faster after using our
suggestions (“Under the
Hood," December). Many
readers got the 3X
speedup I saw when I
tweaked my ADSL con-
nection, and while I'd like
to bask in the glory on this
one, the real props go to
dslreports.com for being
such a terrific resource. If
you haven't tweaked your
connection yet, try it out,
and you'll likely be pleased
with the results. There ivas
one point of confusion,
though, that this reader
brought to light:
I just read in your
December 2000 issue
that there was a
guide for tweaking
DSL connections, but
that site seems to
talk mostly about DSL
and not cable
modems. It also
doesn't seem to have
any information for
Windows ME users.
I should have menlioned that these
TCP/IP stack tweaks apply to any
broadband connection. The goal Is
to tune your IP stack to run
optimally with whatever pipe It's
talking to. Cable modem users, as
well as ISDN users, can benefit
from these tweaks. As for Windows
ME, despite the addition of several
new wizards to help Install things
like home networking and ISDN, its
networking guts are pretty much
the same as Windows 98's. and as
such, they're not particularly bright
about auto-configurlng for whatev-
er connection you're using. I'd
suggest trying to tweak your
connection using dsireports.com's
DoclorTCP utility, and it it doesn't
yield you any speed gain, you can
either revert back to your previous
settings (note them before you
begin tweaking), or leave the
new settings.
A Momentous
Decision
I have a Diamond
MX300 sound card in
my machine right
now. It's based on the
(now defunct) Aureal
Vortex 2 chipset. It
was designed specifi-
cally for A3D. On your
Power Rig profile, you
chose Creative Lab's
“Sound Blaster Live
Platinum" sound card.
Under “The Skinny" it
says, “For four-speak-
er DirectSound, A3D,
and E AX." Is it, _
indeed, compatible
with the A3D 2.0 for-
mat? Not to pressure
you, but your answer
will determine
whether or not
Creative Labs sells
another Sound
Blaster Live
Platinum card. This
sale could make
Case Quest Continues
I was reading about the ColorCases’ Millennium case. Did you ever
get one? If so, how was it? Is it the answer to your long-held
dream of a G4 case for the PC?
Yes, I did get ColorCases' Millennium case, and as billed, it does Indeed have a side-panel
that opens like an oven door, bringing the motherboard out where it can easily be worked
on. What It doesn't have is any shielding whatsoever. In other words, it's just plastic, with
no metal liner to keep the electronic “noise" that a PC generates Isolated. The debate con-
tinues as to the dangers of EMI (electromagnetic interference) to human health; that Issue aside,
the werkmanship on the case was good, but not great. The side oven-door panel fit pretty well, but all
of its fittings are plastic so it doesn't feel as solid as you might expect. The search for the perfect PC case
presses on. If you find that dream case, let me know.
or break Creative
Labs. Their fate is in
your hands.
I'm sure the guys at Creative are
trembling as they read this. Hey. a
guy can dream, can't he? Anyway,
I'm pretty sure that the Sound
Blaster Live cards do not support
A3D 2.0, though the latest version
of EAX supports many of the same
features (occlusion and "wave
tracing" in particular). Not many
games actually Implement A3D 2.0
features, but if they're doing 3D
audio via DirectSoundSD, the Sound
Blaster Live family are certainly up
to the task. What will be Interest-
ing Is this: Creative bought out the
A3D intellectual property portfolio
at Aureal's fire sale, and It
remains to be seen how these
technologies (A3D 2.0 among
them) will re-emerge. If at all. or
whether Creative will just bury
them somewhere. More to come on
that one.
ColorCases’
Millennium ($100) has
a drop-down side door
for G4-like access to
your rig's innards.
"Faster than a Ferrari, and
more reliable."
- Computer Gaming World
INSIDE GAMING
■ IKSIDl^TACTICAX SIMS
I BY RAPHAEL “SFCOIVIIVIANDO”LIBERATORErlcnaneMLcG«i |
Reinforcements Arrive
THE TACTICAL SHDOTEB GEMRE IS THE REAL DEAL
ho would ever have thought that games dedicated to realistic military combat models would have this much appeal? Although I’m a
big fan of tactical sims, I didn’t think the craze would last much beyond TOM CLANCY'S RAINBOW SIX, and neither did the think-
tank nucleus at CGIVHQ. Thankfully, after demonstrating hand-to-hand combat, room-clearing, survival, pyrotechnics, and interro-
gation techniques on the editors, they suddenly found the wisdom to grant me an Inside Tactical Simulations column. As some of us already
know, the tactical sim genre truly began less than three years ago with the release of SPEC OPS: RANGERS LEAD THE WAY, the first realis-
tic combat shooter since NAVY SEALS. But most folks didn't join the fray untU RAINBOW SIX made its mark, after entrenching tactical sims in
the hearts and minds of gamers worldwide. The time for this genre couldn't be better— operational tempo is in full swing. Here's a SITREP of
what to expect:
Current Deployments
SWAT 3 Close Quarters Battle Elite Edition Developer: Takedown Sludios • Publisher: Sierra Studios * Deployed
■ SWAT 3 Elite edition is both a free download for former SWAT 3 owners, and a stand-alone
product. S3EE offers plenty of enhancements to an already realistic 3D game about police counter-
terrorist/hostage-rescue missions. Not only does S3EE provide five new maps, 150 characters, improved
Al, and in-game tweaks, but Takedown Sludios has included one of the best map, mod, and scenario-
editing tools around to keep the SWAT community churning out add-ons. Most heralded is S3EE’s multi-
player component, containing co-op and deathmatch games.
Rdqug Spear: Urban Operations Oeveluper/Publisher: Red storm Entertainment * Deployed
■ URBAN OPERATIONS is the ROGUE SPEAR mission pack where players send an elite team of international counter-terrorists on five new
missions. UO also includes the entire collection of original ROGUE SPEAR missions, as well as additional weapons, interface tweaks, mods, and
new multiplayer game types. RS/UO is the benchmark tactical simulation.
Rainbow Six: Covert Operations Essentials Developer: Magic Unlem/Zomble Sludlos/Red storm
Entertainment * Publisher: Red Storm Entertainment * Deployed
■ COVERT OPERATIONS ESSENTIALS is a ROGUE SPEAR stand-alone product. COE
comes with three new missions, including an almost realistic Bolivian jungle operation, as
well as seven challenging training missions. But the meat of CO is loaded onto the 2nd
CD, and contains all of the counter-terrorism information you'll ever want to know.
Delta Force 3: Land Warrior Developer/Publlsher: Novaloglc • Deployed
■ DELTA FORCE 3: LAND WARRIOR is the most recent installment of the DELTA FORCE series, and
offers a more robust 3D engine in both polygons (for more complex indoor environments) and voxels (for
larger outdoor environments). LW also adds five new characters, 30 single-player missions, an in-game
save feature, and additional weapons and equipment including the U.S. military's Land Warrior modular,
integrated weapons system. However, LW's main appeal is multiplayer, where up to 50 players can shoot
it out in a variety of games, and earn rank on Novalogic's own Novaworld 2 servers.
Half-Life: Counter-Strike Developer: Valve Software * Publisher: Sierra Sludios • Infiltrated
■ HALF-LIFE: COUNTER-STRIKE contains a number of online favorites: COUNTER-STRIKE, OPPOSING FORCE, and TEAM FORTRESS
CLASSIC. COUNTER-STRIKE is arguably the most popular shooter mod roaming the net. OS is high on team-based gameplay where players
assume roles of terrorists or counter-terrorists. Depending on which side they play, gamers have access to different weapons and equipment as
well as to unique attributes and gear upgrades. A number of missions include rescuing a hostage or eliminating key enemy structures. If there’s
a benchmark game for realism vs. gameplay, then OS is it.
7
INfSIOE TACTICAL SIMS
Awaiting Depioyment
1
Project IGI Develnpur: Irneriaop * Publisher: Eldus * 01 2001 ^
■ I'M GOING In is a 3D action/tactical shooter stressing cunning and covertness over firepower. Players
take on the role of Agent Jones dispatched to stop a rogue Russian colonel from nuking all of Europe.
Equip Jones with the latest spy gadgetry and spec ops weapons while utilizing skills in thievery, computer
hacking, sabotage, and reconnaissance. Players may interact with military vehicles and aircraft across
extensive environments.
Hidden & Dangerous 2 Developer: illusion Soflworks * Publisher; TalonSofI * Q1 2001
■ HIDDEN & DANGEROUS 2 follows its predecessor as a tactical simulation based on the exploits of WWII British SAS commandos. As
expected, H(1D2 will bring several improvements to the original, like a tactical map enabling players to advance soldiers using the same 3D mode
commands. Add simultaneous camera views from all commandos, improved Al, multiplayer games beyond co-op play, and the all-new INSANITY 2
engine sporting real-time shadows, real-body physics, and object morphing: plus, players will now be able to shoot through objects and destroy the
environments around them.
Team Factor Developer: 7FX • Publisher; To be determined. • 03 2001
■ TEAM FACTOR is another modern-day tactical shooter containing 16 missions,
thematically bunched into four campaigns. TEAM FACTOR is unique because each
mission goal is divided into three teams, each possessing their own specialties;
There's Blue NATO, Red Spetznatz, and Black World - formed from various nations
and unique objectives. Teams can raid or recon an area, capture an individual, or
secure information online.
Operation Flashpoint Developer; Bohemia Interactive * Publisher: Codemasters • Q1 2001
■ OPERATION FLASHPOINT takes place in the alternate history of Cold War 1 985.
Command a large squad of up to 1 2 soldiers or use any of the available military vehicles
or aircraft, including parachute insertions from Hinds and Blackhawk helicopters. The
developer is also including a full-featured mission editor and multiplayer combat.
Battlefield 1942 Developer: Digital Illusion CE (formerly Refraction Games) ' Publisher: Pan Interactive ■ 03 2DB1
■ From the makers of CODENAME EAGLE comes BATTLEFIELD 1 942, a highly realistic
3D tactical simulation reconstructing the great battlefields of WWII - such as D-Day, El
Alamein, Stalingrad, and Iwo Jima - in 1 6 scenarios. Players may feel as if they're playing ^
role in Saving Private Ryan. Chose a side for your POV character: Allied Forces or the
Axis Forces of Germany or Japan, BF will have many of the same large maps and the inter-
action with objects that CE did, such as driving armored vehicles, tanks, and aircraft, or
directing an artillery strike and watching the shells hit their targets. Look for a full-featured
multiplayer component as well.
Rogue Spear 2
■ There's rumors circulating around the Net about Red Storm developing another sequel
to its highly regarded RAINBOW SIX line. I’ll let you know all about it as soon I gather more
intel from Red Storm.
■ Though currentiy retired from the U.S. Army Special
Forces, Raphael Liberators remains active in the Special
Forces community, including his local chapter of the SF
Association. When not writing reviews for CGW, serving as a
technical advisor for military contractors, or playing "Mr.
Mom" to his two kids, Raphael can be found running his Mac
gaming website at www.clanmacgaming.com.
What’S going on?
...with PRIVATE WARS? TS Group Entertainment had been develop-
ing this game well before SPEC OPS: RANGERS LEAD THE WAY and
RAINBOW SIX hit the shelves many moons ago. Last I checked, TS
Group divided PRIVATE WARS into two games: PRIVATE WARS for tac-
tical shooter fans, and PRIVATE WARS COMPONENT. Stay tuned. Khiv
I BY ROBERT COFFEY rDbErt..colfeyt§zmilavis.com
Bulldini Bridges
T he HEROES OF MIGHT &
MAGiC series has been a
favorite of hardcore strat-
egy gamers for years, and has
been the drug of choice for
more than one hopelessly
addicted CGW editor. Hoping
to tap a more casual gaming
market, 3DO has created the
HEROES CHRONICLES series.
Four of a projected six of these
stand-alone products will ship
in time for the holidays, each
containing a single mini-cam-
paign, each lacking multiplayer
and random scenario options.
The goal of these products is to reach
a broader audience than the HEROES line gener-
ally reaches. While traditional game retailers have
been snapping them up, 300 has been able to
ship a large number of copies to retailers like Best
Buy and Costco. At under $20, HEROES
CHRONICLES games are priced to compete with
the DEER HUNTERS of the world while offering
more gameplay,
While the Al hasn’t been modified, some adjust-
ments have been made in order to make the game
easier to play and win: The maps are generally
smaller; Al opponents have no advantage in
resources, towns, and so forth; all the resources
a player needs at the beginning of a mission are
available near the player’s starting position; and
power-up locations near starling positions
ensures that heroes develop quickly.
We've been playing the first two of the series -
CONQUEST OF THE UNDERWORLD and
WARLORDS OF THE WASTELAND - and while we
concede that they're easier, we're hooked all over
again, If the CHRONICLES business model pans
out, expect to see more publishers maximize prof-
its and broaden audiences with similar stripped-
down products. This should be great for building
audiences - we just hope the marketers don't
decide that a blanket “dumbing down" of their
products constitutes a smart business model.
IS THE BIGGEST SHOOTER OF 2001 ACTOALLY A STOATEGY GAME?
TF2 a FPSRTS? WTF?
W e can neither deny nor confirm the rumors— we double-checked with the
source and got no definitive answer. But we’re not about to let a lack of
confirmation prevent us from trafficking in rumors, particularly rumors that
spring from the mouth of Robin Walker, lead designer of TEAM FORTRESS 2.
While this oft-delayed potential blockbuster has topped most gamers' wish lists for
over a year now, we've all been pretty certain of what it would be; the next iteration
of TEAM FORTRESS CLASSIC— an insanely addictive, teara-focused, role-based shoot-
er. But now we're not so sure. In an online interview, Walker likened the game to a
first-person strategy game, complete with all the interface functionality of a C&C or
STARCRAFT. This means you should be able to hot-key groups of units, grab units in
"band boxes," and issue commands. Does this mean that TF2 is abandoning its
wildly popular roots? Frankly, we don't know; our efforts to discuss this interview
with Valve Software were answered with polite demurrals and an admission that
Valve wished Walker had just as soon not given that slightly loose-lipped interview.
But we can conjecture, so here goes; Walker was specifically describing the game's
more removed "commander” mode, where one player guides the others on his team.
While Walker did say that Valve had started to think of TF2 as a "first-person strate-
gy game, ” we’re betting that this means that strategic elements are going to be
emphasi 2 ed in a way heretofore unrevealed, but that the shooter-style action is stiD
firmly in place. But this does sound like good news for strategy players. For one
thing, teams will probably benefit greatly from having an experienced tactician steer-
ing the carnage; for another, the abOity to command ‘bots as well as players means
that the reflex-challenged wiU still be able to enjoy what may be one of the future
landmark titles in gaming. We'll be sure to fill in the details as soon as Valve starts
confirming/denying the rumors.
Fighting the Power
F orget play-balancing, graphics, and powerfuUy diabolical units. Everyone
knows that the key to making a strategy game is to come up with a
compelling, innovative storyline. ..as long as it involves a ragtag band of rebels
taking on an evil, oppressive corporation or government. See if you can match the
upstarts below with their respective oppressors.
Ragtag Rebel
1. Sprawlers
2. Order of The New Dawn
3. Clan Farguarson
4. The Rebellion
5. Rebels
G. Freedom Guard
7. The Chosen
8. Brotherhood of Nod
9. The Eldar
10. Bandits
11. ARM
12. A.I.M.
13. The North
14. VUarMonkeys
15. Mayhem Soldiers
16. CGMA Staff
Oppressor
A. Imperial Army
B. Imperium
C. Imperium
D. Empire of Man
E. JDA
F. England
G. George Jones
H. Arulco
I. The South
I. Global Oefense Initiative
K. Imperial Order
L. Crayven Corp
M. 7th Legion
N. Corporate Syndicates
O. CORE
P. Gao Qiu
ANSWERS (PIJO^ 0UIIIIB0 joinduJOQ) 0-9 1 '(UJauXoi^ loioj.] fj-Sl
'(JEM |0 SBOQ) x-frl '(Hliog 'BA MUOM) |-si '(5 oouBjUtf paescf) h- 51 '(uoiicimiijuv [OlOi) Q-U
'(Buix iiputjgi d-Ol 'I'^M 1° s®I!U ^OOO'Ot' JOmujBqjiiM) 0-6 '(wnbuoo S puBiuuioo) r-8 '(uoi6a-| mi) Vi-L (uBiey
'I'BQ) 0-9 '(Buisudn) B-S '(japueuiiuoo aojoj) v-fr ■(iJeopoAUjg) j-e '((Ojiuoo punojo) -1.5 ‘{z uBjay JiieQ) g-i
I BY STEPHAN “DESSLOCK” JANICKI desslockigdesslack.com |
ION STORM'S PARANOIA MAKES FOR A WILO SOCCESS OUERSEAS
DEII8 EX Storms Europe
I f Americans and Europeans like the same kinds of computer games,
can the new world order be very far behind? Titles that sell well in
North America generally make for big sales in Europe. And you can
usually get a decent idea of a title's worldwide sales by doubling the
North American figures supplied by number-counters like PC Data.
Notable exceptions to those guidelines? Not surprisingly, games by
European developers perform better in Europe than in North America,
particularly soccer titles like the CHAMPIONSHIP MANAGER series. And
for several years, titles that required 3D video cards sold comparatively
worse in Europe; that technology took longer to gain market acceptance
there. But the latest exception is probably the most difficult to rational-
ize: Europeans love— and I mean love— Ion Storm’s DEUS EX.
Deus Ex sold well in North America and spent several weeks on PC
Data’s list of the Top 10 weekly sellers, but in Europe— particularly in
England— the action/RPG dominated the charts all summer, despite com-
petition from heavyweights
like DIABLO II and THE SIMS.
On the European Leisure
Software Publishers
Association charts, DEUS EX
remained on the Top 10 list
of U.K. bestsellers for three
months, and for most of
August the game was in the
top spot.
In November, the British
Academy of Film and
Television Arts selected
DEUS EX as the top PC game
of the year. The BAFTA
award confirms DEUS EX'S
remarkable popularity and
critical acclaim in the U.K.,
even if some of BAFTA’s
other awards are completely
incomprehensible (witness
the adulation bestowed upon
BBC's Golf and Wimbledon
coverage, which tied for
"Best Enhancement of Linear Media").
Why was DEUS EX such a blockbuster hit in the U.K. and the rest of
Europe? Perhaps because the game rekindled the affection the Brits have
for James Bond-ish escapades, in which case Fox Interactive should see
magnificent numbers for NO ONE LIVES FOREVER.
The legions of hardcore RPG fans in Europe may also have had some-
thing to do with the phenomenon. This— when combined with the fact
that Europeans have historically supported first-person perspective
games with more depth than your average shooter— could explain the
difference.
And then there's simple logistics. European publisher Eidos may sim-
ply have better distribution channels in Europe than in North America,
given the increasing difficulties publishers experience getting and keep-
ing significant shelf space at major retailers.
Either way, bet that Eidos and designer Warren Spector aren't com-
plaining. Nor should they — DEUS EX is a fantastic example of moving the
first-person perspective forward.
Bethesda’s
Piratey Gamble
CAN THEY LEVEL UP WITH SEA DOGS?
B ethesda Softwork's two expansive Elder Scrolls RPGs,
ARENA and DAGGERFALL, were fantastic (though initially
buggy) games released during probably the weakest peri-
od for the genre, the mid-1 990s. Yet four years after the release of
DAGGERFALL, the company has yet to release a comparable RPG,
and the company has struggled financially as a result.
Bethesda's two action/RPG spin-offs of the Elder Scrolls series,
REDGUARD and BATTLESPIRE, were commercial failures.
Bethesda proved unable to complete other promising projects,
such as Tenth planet, and did a poor job of translating the
Terminator license into a commercially successful game. Bethesda
actually has a lot in common with Sir-Tech Software, another small
publisher that had a successful series of RPGs and yet made a
poor decision to abandon that franchise to focus on other projects.
While Sir-Tech Software ended up abandoning the publishing
game, Bethesda is still trying to get back on track. Work is pro-
ceeding apace on the next Elder Scrolls game, MORROWIND (see
our preview this issue), but in the meantime, they are hoping that
their new game, SEA DOGS, might be the game to start that
rejuvenation.
Sea dogs is a very different style of RPG. with a realistic set-
ting that emphasizes naval combat. Although the game wasn't
developed internally (it was created by Russian developer Akella),
it is reminiscent of Bethesda's previous RPGs in that gameplay is
non-linear, allowing players to freely explore the gaming world and
to form allegiances of their own choosing, Players can choose to
align with one of three naval powers - France, Spain, or England -
or act as a pirate with loyalties solely to greed.
The pirate milieu has been surprisingly underutilized in computer
gaming, and has never been the setting for a role-playing game, SiD
MEIER'S PIRATES is an extremely well-regarded game, but it
wasn’t a role-playing game. ULTIMA creator Richard Garriott fre-
quently stated his desire to make a game in that setting, but to dale,
hasn't been able to fulfill that ambition.
But even if SEA DOGS turns out to be a great game, and even if
it cost Bethesda little to obtain the North American publishing
rights, I can't help feeling that the company should have focused its
limited resources on getting MORROWIND out the door. Most
gamers are unlikely to take the chance on a Russian-imporl like SEA
DOGS, or even to have access to the title given Bethesda's limited
publishing muscle. The best Bethesda can hope for is that SEA
DOGS will provide the company with a decent return on its invest-
ment, in order to give the extremely ambitious MORROWIND the
opportunity to finally be released.
INStPE/iSPORTS
[ BYTOIVI PRICE tom.,pticeiffizi(tavis,co[!i |
FOR MRNV SPORTS FANS, IT’S ALL ABOUT THE STATS, BAST
Graphics Shmaphics
S ure, Ihe reflection of the Trans World Dome's stadium lights off of Marshall Faulk’s helmet in MADDEN 2001 may dazzle us into dementia,
but hardcore sports gamers don’t care none for no purty graphics. Text-based sports games are still where it's at for many who prefer an
exact statistical recreation of a sporting event. Unfortunately, they don’t get the kind of marketing push that the MADDENS and HIGH
HEATS enjoy, but based on the number of emails and calls about them that we get here in the CGW offices, text-based sports sims still have a
significant audience. Here’s a look at the latest happenings with your favorite text-based sports games.
Front Office Football
Fans of the FRONT OFFICE FOOTBALL franchise are no strangers to
frustration. When Solecismic founder and cliief programmer Jim
Gindin signed a contract to do the sequel to the highly successful
original FOF (a CGW Editor’s Choice Award wiimer) for publishing
powerhouse EA Sports, many gamers were thrilled to see a text-
based sports game get the kind of
mainstream acknowledgement (as well
as the support of a major publisher's
marketing and PR machines) that other
action-oriented sports games receive.
FOF 2 sold well through EA’s website,
generating a lot of anticipation for the
third installment, FRONT OFFICE
FOOTBALL 2001. So where is it?
Well, it is complete. After consider-
able wranglings over the official NFL
license, the game was made available
for download from EA
Sports' website on
November 1st. But a
few days later, the NFL
and AOL asked EA to
take it down, due to a
licensing and distribu-
tion dispute involving
rights to all officially
licensed NFL products.
As of press time, the
game is still in limbo,
but Gindin is hoping
for a quick resolution.
Hopefully, the game
wUl be available by the
time you read this— regardless, you can count on a review in next
month's CGW.
Probably more exciting to football fans may be Gindin’s new title,
THE COLLEGE YEARS (working title). More than just FRONT OFFICE
FOOTBALL With college rosters, THE COLLEGE YEARS allows you to
create football dynasties, from the recruitment of blue chip high
school players to the hiring of crack assistants to the winning of
national bowl games. Plus, you’ll be able to export your graduating
players into a draft file that can be used in FOF 2001 (or any other
FOF title). With the dearth of coUege sports titles for the PC, this one
has us waiting on pins and needles for its 2001 release.
IMonbey's Mogul Series
Infinite Monkey was another text-based sports game success
story. Their BASEBALL MOGUL software— which allows gamers to
control every aspect of owning a major league basebaU franchise,
from salary negotiations to setting the price of hot dogs— was
licensed by Microsoft for their BASEBALL 2000 title. The inclusion of
the MOGUL code was one of the higher points of that very flawed
title. So when Microsoft armounced the discontinuation of their bur-
geoning PC sports line this year, it left some people wondering what
would happen to iMonkey. Fear not, because iMonkey president
Clay Dreslough assures us that they
retained the rights to the MOGUL
name and software, and will be releas-
ing a new Baseball mogul game in
time for next year's season.
No exact word on the status of
FOOTBALL MOGUL, but Dreslough con-
firms that there are several MOGUL
titles currently in development, with
no publishers attached as of yet.
The Future and the Past Meet Head On
The next natural evolution for text-
based sports sims would seem to be
online, or so think the people behind
www.SportsatHome.com, the latest
Web venture to attempt to be the be-
all, end-all PC sports gaming site on
the Web. And based on the model they have in develop-
ment, they could very well do that.
What SportsatHome.com wants to do is to let gamers
play text-based sports sims (or “strategic coaching sims,"
as they're calling them) in "virtual stadiums" on their site,
against other human gamers or the computer. By logging
on, you'll be able to play Major League Baseball; NFL,
NCAA, World League, and USFL Football; and NBA and
ABA Basketball— among others— with fully accurate histor-
ical teams. There wOl be leagues, full seasons, tourna-
ments, or just one-on-one matchups. The system is even "appliance
agnostic," meaning that the site is being configured so that people
can play not just over computet, but with PDAs and cell phones— in
essence, anything that can connect to the Web.
So now you're asking, what about the games themselves? How do
we know they’ll be any good? Well, you can take this little fact as an
indicator; SportsatHome.com has bought the rights to the entire cat-
alog of Lance Haffner's games. That's right— the Sid Meier of text-
based sports sims has partnered with SportsatHome.com (as have
other developers like Time Travel Games) to embed his game
engines into their site.
So not only are you getting a potent matching and player-ranking
system, you're also playing games developed by the best and bright-
est sports Sim developers out there. This is not only big news for
fans of text-based games, but for PC sports fans in general. And lord
knows we could use some good news,
h^islanaStote ot Mississippi
sndAtoucndcrwn!
ACTION
BY THIERRY NGUYEN ihierry_n8uyen@ziffdavis.cQm
WISHING FOR Al THAT'S ii/IORE LIKE 200rs HAL AND LESS LIKE BUCK ROGER’S TWIKI
Halfwits With Guns
industry “aiming to create a much more vibrant world around the
player, that is in motion even when there is no action happening.”
Echoing many of the sentiments from DEUS EX, he asks for a
game where "the player feels like they are the hero in a real world,
not just a virtual shooting gallery. I also would like to see a lot more
interaction between AI and their environment. 1 want an object -rich
environment for both bad guys and bystanders. 1 want to see an AI
buy a newspaper, read it, and tlnow it into the trashcan. Little
touches like these that make the world feel more real. I want to be
in a shootout with some henchmen in a kitchen, have one of them
run out of ammo, grab a large metal tray, and use it in a vain
attempt to deflect my bullets."
Long mentions a surprising influence in relation to where he
thinks game AI should be headed. "In all honesty, one of the most
unique gaming experiences I had last year was with THE SIMS, and
I think there is a lot the shooter world can learn with regards to the
motivational and environmental interaction components of their AI,
as odd as that may sound. ” Looks like Will Wright was onto some-
thing when he crafted his people simulator.
This is just a little bit of what some of the top minds behind
shooter AI are looking forward to. Teammates who can clearly
illustrate what the heck they're thinking, and do a competent job
of it; enemies that really take advantage of the world around them.
We'll be starting a new year by the time you read this, so hopefully
weil be on our way to having shooters with brainiacs instead of
bumpkins.
T he action staple of the moronic terrorist/hellspawn is fading
away. With modern gaming machines capable of performing
a bajillion calculations per second, we’re no longer satisfied
with the ubiquitous goon that shambles forth into your gun barrel.
We want enemies that flank us, enemies that use cover, enemies
that follow the same rules and conventions that we do — rather than
have their own unique rule set that is akin to cheating (godlike aim
being a common one). With shooter AI being pushed further and
further, where do we go next? What should be the next step in AI
evolution? Well, since the last thing I “programmed” was an inane
text-game for my TI-82 calculator, I decided to ask the people who
ate actually paid to create good computer brains for shooters. I
asked these guys what they're looking for in the future, and two
topics came up: better teamwork and environmental
awareness/interaction.
Go Team Go!
Teamwork is becoming a bigger part of shooter AI, and while
there has been progress, there’s still room for improvement. John
Anderson, the AI Lead for SWAT 3 and 4, remembers focusing on
team AI because “if a bad guy does something dumb, you shoot
him and then go on to the next one. If a teammate does something
dumb, it breaks the immersion and makes you want to restart the
mission." He thinks that the next step calls for “an Al-controlled
enemy team that actually works as a team. Or having your team
managed by an Al, for [gamers] who would rather follow orders.”
Steve Polge, AI Guru for UNREAL
TOURNAMENT, also wants smarter
buddies for the player. He wants
teammates who “behave realisti-
cally, are not annoying, take
orders, and react intelligently to
unfolding situations." Interestingly,
he cites the use of graphics to
enhance AI, saying, “skeletal ani-
mation will also really help,
because it’ll allow a much greater
number of animations, and anima-
tion is one of the best ways for a
creature to convey intention. [It
will] make it clear to a player what
it is doing and why."
Sim-ple Wants, Sim-ple Needs
Brian Long, AI Programmer for
NO ONE LIVES FOREVER, went for
a bigger vision when it came to
answering this question. While
there will still be some "AI funda-
mentals that all these games will
share— systems for pathfinding,
animation, motivation, senses,
etc.,” the diversification of the
genre will call for specific, focused
AI goals. For the traditional, story-
driven action-shooter, he sees the
Baseball Mogul SOQO
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fight against the ruthless
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COMPUTER GAMES: STRATEGY
1602 AD 02A»
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‘SUDDEN STRIKE’ Is a real-time
strategy and tactical simulation
game. Set in WWII, witti Russian,
German, Frencn, American &
British missions focusing on tacti-
cal fighting. Up to 1,000 units per
scenario, giant maps, realistic gun
’real"
irience
to the
i: up to 12
players and 4 teams.
Strategic (Strategy)
Release; 02/01
PC CD
Annies 01 Armageddon 03/00
AmyMcnAirAluck OJ/00
Aimy Men Freedom Pek 01/00
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'FALLOUT TACTICS’ Is a
squad-based, third person
tactical combat game with
RPG character
meni and a mission-based
story line. It supports both
turn-based and
Continuous Turn-Based
play. Falloul Tactics also
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'AMACHHONOX' is a 3D RPG from.
Ion Storm that uses the Quake II
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player game with real-time combat.
Control up to three characters as
they trek across the galaxy and the
three dilferent dimensions. Search
through more than 100 levels and
fight over 150 monsters In your
quest to find the truth.
♦■kfilrli*
Eidos (Roleplaying)
Release; 03/01
PC CD
D’OH' Is home to the Sensory Focal
Devices, the greatest archaeological
discoveries of the illustrious Duke.
Each and every member of that
fated archaeological expedition that
discovered these treasures has died
or disappeared without a trace,
leading some to believe that the
palace and these wonderous
devices are cursed.
Karma Labs (Adventure)
I BY BRUCE GERYK cereiiiQny@nBl66.CGin
LEARNING A LES5DN FROM SQUAD LEADER
Squad’s Labors Lost
W hat a wasted opportunity.
What a shame.
No one expected Microprose's
SQUAD LEADER to be a carbon copy of
Avalon Hill's iiber-complex boardgame. But
we did hope that it would be a fun, engag-
ing tactical wargame that would bring all
the excitement of JAGGED ALLIANCE or
X-COM to the Western Front, Sadly, all we
got was a rehash of an old, broken game.
Derailed in the Roundhouse
The reason this bothers me so much is
that watching the development of SQUAD
LEADER was like watching a train wreck
that you know is going to happen long
before impact, but which you are com-
pletely powerless to prevent. I got to see
the game twice during development-
first at E3 2000 in May, and then at
GenCon in August— and it was apparent
at first glance that the game had prob-
lems. 1 played it at GenCon for a good
thirty minutes (which is a long time at a
convention) and came away convinced
that the game was doomed. Two months
later, that prediction came true.
What strikes me about the situation
is that so many problems with the game
appeared to be built into the design from
the beginning. The decision to use the SOLDIERS AT WAR engine
left the game vulnerable to aU the flaws that made SAW a problemat-
ic game; and additions like the "letters from home” feature showed
that the designers had the right idea in wanting to emphasize
the soldiers' personalities— but had no clue as to how to go about
it. Problems like the lack of multiplayer or a mission editor can
be challted up to missing a production deadline, but the key
decisions that shaped how the game would develop were made
long before the game was shown to the public. How could these
errors have been avoided? Easy. Microprose
should have asked gamers for input from the
very beginning.
This may sound silly or unworkable, but it
isn’t. After all, biotechnology firms contract
with academic professionals to evaluate their
project proposals ail the time. Why not have
experienced gamers offer their opinions on
what they’d like to see, and take tliat into
account while setting the game’s parameters?
Who would these gamers be? The press
would be a good place to start. Most writers
who cover games are just gamers with a lot of
accumulated experience: they could provide
perspective on how a proposed game would fit
into current offerings, and what it might need
to capture the imaginations of fellow gamers.
These soldiers are too homogenous, and the animations are downright awful.
Blitzkrieg Instead of Maginot
So, what would I have told Microprose?
(1) Concentrate on building a hex-based (rather
than square grid) game engine that focuses on
the soldiers. Make the figures and animations
attractive and believable. When units look silly,
you destroy any sense of immersion. It doesn't
have to be drop-dead gorgeous, just stylish.
(2) Make sure the engine doesn't have obvious
flaws, like vehicles only moving orthogonally or
line-of-sight rules seeming out of whack. A
soldier shouldn’t be able to see
and fire at a soldier moving in
the trees all the way across the
map, even if his theoretical line-
of-sight isn’t blocked. Tanks
shouldn’t move like rooks; they
should move like tanks.
(3) Make your characters mem-
orable. Three hundred soldiers
are going to blend together, espe-
cially if you just write some basic
biographies and don’t flesh them
out. Cut the number of soldiers
down to sixty and concentrate on
making each of those sixty
soldiers individual personalities.
Spend some time on voice-acting
and make the player identify with
each one. Give them widely vary-
ing strengths and weaknesses, and allow players to create their own
unique teams. The characters in SQUAD LEADER are too vanilla to
make me notice them.
SQUAD leader’s producer did a great job of making himself avail-
able on Usenet and answering questions a month or so before the
game shipped. But at that point, there was nothing to do but provide
information. Once the game was in stores, he bravely stuck around
and fielded complaints. How different might things have been had
he tried this at the very beginning? SS3
What’s in a Story?
A "
e:
ai
n essential ingredient of tactical games like X-COM and JAGGED ALLIANCE is the
extra-tactical storyline. Interactions on the battlefield (picking up items, stunning
and capturing aliens) influence the story by opening up new avenues of exploration.
Historically based games like SQUAD LEADER are therefore at a disadvantage when
attempting to engage the gamer with a story: Everyone knows how WWII turned out,
right? And the idea of a single squad (or even a battalion) consistently driving the course
of the war would clearly be ludicrous: They can’t find looted Nazi art or a secret weapon
in every French chateau. This is a serious concern when trying to combine a human-level
personality approach with a military simulation. Depicting commandos - where you can
think of any number of inventive and unusual missions - is one thing. A regular army unit
that’s ostensibly part of a much larger battle is another story. No wonder the campaigns in
SQUAD LEADER seem flat and uninteresting.
it evetTwhere.
Experience The N^ext Generation of Award-Winning Voice Control
No more fumbling with hard to remember keystrokes. The original Game
Commander, released in 1998, won numerous awards for bringing the power
of voice control to games including "Editor's Choice" from PC Gamer,
Computer Gaming World and CNET Gamecenter. Now, Game Commander 2
breaks new ground with lightning fast command response and even more
control over your games. You can even run Game Commander 2 along wil ^1
popular voice chat programs such as TeamSound’^", Roger Wilco™, and
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95, 98, Me and 2000 applications too.
Moi^
ComnsndK on |
|My Picrfte
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' - ' / ■ ' ® J
Voice commands witii no training
Put the power of speaker independent voice control to work
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Customizable audible feedback
Assign your own sounds and recorded speech to hear your
commands being acknowledged and enhance the gaming
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Global commands
Common commands are available across all Windows
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Automatic command file loading
The right commands are always ready as soon as you need
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lock one in place and use
Eame Co/n/nanifer
Voice Control for Games & Simulations
Works with many voice chat programs
Use push^to-talk to switch between Game
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Muitl-channei auto fire
Say a command and have it repeated contini ,
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No voice training required
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Massive macro capabilities
Unleash up to 256 keystrokes per voice command.
Easy keystroke entry
Just press the key as you would in the game. Many special
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Extended actions
Configurable delay, key up, and key down actions, and step
sequencing add more control capabilities than ever before.
Powerful command editing
The Game Commander Studio gives you full access
to all your commands and supports cut, copy and
paste operations to make editing a snap.
Rne tune any key:
maximum control!
voice training
cases, .:Strong accents or
takes
Free Trial Download
www.gamecommander.com
Sontage Interactive
A division of Mindmaker, !nc.
224 Airport Parkway, Suite 550
San Jose, CA 95110 USA
Tel: 408-467-0457
Fax: 408-467-9202
gcsales@gamecommander.com
Windows
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200th Issue
20 years of gaming’s
greatest moments, fmm ULTIMA
to PAC-MAN to THE SIMS
Over 50 classic games and demos on the
CD, including the world premiere of ONI!
#200
ACCIS
Distance Education
134
Alienwarc
Alienwaro Gaming
1J6-117
Amazon.com
Amazon.com-Line Usling of Top Games
36
ATI Technologies Inc.
Radeon
121
Chips 5 Bits
vyww.cdrnag.com/chip8.hlml
130-131
Codemasler
Blade of Darkness
14-15
Creative Ubs
Four Point Sound; FPS2000
24
Data Becker
America
55
Dell Computer Corporation
Dimension & Inspiron Systems
C5C8
Eidos Interaclivo
Startopia
18-19
Eidos Interactive
TimeLine
39
Eidos intoraclive
Project Eden
40-41
Eidos Interactive
Gangsters 2
42-43
Eidos Interactive
Anachtonox
44-45
Electronic Arts
Sims Roller Coaster
26-27
Falcon Northwest
MachV
123
Fox Interactive
No One Lives Forever
89
Havas • Sierra On-Line
Tubes 2
C2-1
4-5
Arcanum
16-17
Inlogtames/GTi
Carnivores Ice Age
10
Fallout Taotics
2-3
Inlerplay
Star Reel Command 2
6-7
Interplay
icewind Dale
22
Interplay
Hostile Waters
71
Inlerplay
Sacrifice
77-80
LucasArts Entertainment Company
Escape From Monkey Island
6-9
MacMillan U.S.A. - Soltv/are
Thandor
57
MacMillan U.SA • Software
4 Game • Family Ad
59
Mallei Interactive
The Moon Project
85
Microsoft Corporation
Mech Warrior IV
20
Microsoft Corporation
Metal Gear Solid
87
Midnight CD
Midnight CD
134
Monie Crislo
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12
Lineage
28
Ray Logic Software
Dark Ora
69
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Game Commander
133
Strategy Frst
Cossacks & Europa Universalis
50-51
Strategy First
Sudden Sinke
106-107
THQ
Summoner
83
Westwood Studios
60-61
Westwood Studios
Red Alert
92-93
ZDNel
ZDNel
135
I Help I News I Investing | Reviews I
'
©
Your beeper beeps. Your PDA chimes. You can make a quick call wherever you are. Yup. technology
is an integral part of everyday life. That's why ZDNet has all the product reviews to help you find
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has something for you. Because ZDNet is where technology takes you."
02000 ZD Inc. ZDNei. ine ZDNoi 1091:1. and Wharo Tccnnokigy Takot You aio Dadomarks ol ZD Inc
The Feel-Good Column of the Year!
Jeffs so excited, and he just cant hide it!
H i everyone! Jeff Green here! Boy, do I like
games I Sometimes I complain about them,
though! I get cranky! I think some game compa-
nies do some pretty stupid things and that makes me all
pissy! But it's not my fault! I'm old! Being cranky is what
old people do!
But 1 don’t like to be cranky all the time! Really! I like
to be happy and excited! Just like I am right now! No, I
don’t mean it like that! Shut up! This is a family maga-
zine! I mean I’m excited about the gaming industry!
Because everything is great! PC gaming roolz, dood!
The industry is not in a downturn! At least, that’s not
what I think! Because I'm going to be a cheerleader!
That's what some game companies think we should do!
They don’t want us to complain because that turns
people off gaming!
So this is the new me! I hope you like it!
cut-scene! That’s like eight minutes too many! Hello! I
don’t like to watch my games! ELITE FORCE started way
better! And that was a Star Trek game! Those always
suck! But not this one! That opening segment is the best
opening in any game this year!
Hey game designers! Listen up! Stop boring us! Don’t
take 10 minutes to teU us what your story is! Just put us
in the story and let us figure it out! Just like they do in
the movies! Go watch Star Wars again! Or The Matrix'.
Or any movie worth a damir! They get the story moving
and fill in the background stuff later! It's called in media
res! That’s Latin! Homer started The Iliad that way
thousands of years ago and we’ve never looked back!
■ ■■
Oops, I did it again! I'm complaining! It’s like I can't
stop! And I just quoted Britney Spears! That's just
^ One game I really like is TONY
HAWK PRO SKATER 2! That game
rocks! I’m serious! I haven’t been
skateboarding in iike 30 years!
Because I’m old!
So anyway, check this out! I've been play-
ing a bunch of really cool games lately! No
really, I have! I'm not being sarcastic!
One game I really like is TONY HAWK PRO
SKATER 2! That game rocks! I'm serious! I
haven't been skateboarding in like 30
years! Because I’m old! That's the theme
for today, so don’t forget! There’s a test
later! So. anyway, I love this game! There’s
more gameplay on any one level of TONY
HAWK than on the average 10 PC titles!
Plus, I'm learning all sorts of new lingo!
Like "nosegrind on the halfpipe" and stuff
like that! Now I gotta use those phrases in real life so
people will think I'm younger! Except for that whole gray
hair thing! Dang! I hate gray hair! But at least I'm not
bald! Boy. would that suck! Except just think of Telly
Savalas! Or that dude in the Smashing Pumpkins! Chicks
love bald guys!
Another game I can't stop playing is METAL GEAR
SOLID! Uh oh! That’s two console ports in a row that I
just mentioned! Maybe PC gaming really is dying! But
wait! I wasn’t gonna write any bummer comments this
issue! So forget I said that! My bad! But METAL GEAR
SOLID is really great, though! That Snake guy— he’s cool!
I love all the stealth missions! But I hate Psycho Mantis!
I must have replayed that part like 30 or 40 times! And I
still haven’t beaten it! Send me your saved game! Really!
Oh yeah! There’s one thing I don’t like! There's too many
cut-scenes! They go on forever! I like stories but I want
to play a game too! If you want to make a movie go to
Hollywood!
Take NO ONE LIVES FOREVER! This game is great!
Best first-person-shooter since HALF-LIFE! And it's
funny, too! Read our review in this issue if you don’t
believe me! But I had to wait like 10 minutes before I
could even start playing, because of the long opening
wrong! I could be her father! She could call me Daddy! I
might like that! Let’s talk about something else! Quick!
DEUS Ex! I just got around to this one! It’s an Ion
Storm game! And it’s good! They finally got it right!
Eight trillion dollars later! Just kidding! Those guys rule!
Seriously, I like this one! It's smart and atmospheric and
the gameplay is cool! I love conspiracy theories! It’s a
great game for X-Files fans, like me! This new season is
intense! I can’t believe Mulder got abducted! Those
aliens should stop stretching his face, man! That’s
messed up! But anyway! Some people think our DEUS Ex
review was harsh! I don’t agree! Scooter got it right! It’s
fun, but that AI is as dumb as dirt! That's a problem!
And it runs too slow! And there’s too many crates! But
buy it if you find it cheap! You won't be sorry!
Okay, I’m out of space! More good times next month!
And the month after that! It’s all good! Now go buy more
games! Keep those developers employed! Don't worry
about quality! Just buy buy buy! Tell 'em Jeff Green sent
you! I love everything and everybody! Especially you!
See you next month!
Send email, Ritalin, and a larg e horse tranquilizer to
jeff_green@ziffdavis.com. K'iVJ
Computer Gaming World (ISSN 0744-6667) is published monthly by Zift Oavis Media, liic., 2B E. 2Bth Si, New Yotlt, NY 10016. Subscriplion rale is $27.97 for a one-year subscription (12
issues). Canada and all other ccunlries add $16.00 for surface mail. Pustmastur: Send address changes to Coinpuler Gaming World, P.O. Box 57167, Boulder, CO B0328-7167. Canadian GST
rerjislration number is 8652B6033. Canada Post International Pub's Mail Product (Canada Oistiibulion) Sales Agreement No. 1050649. Periodicals postage paid at New York, NY 1D01G and
addillonnl mailing offices. Printed in the U.S.A.
is it a notebook
that doubles as
an entertainment
center or an
entertainment
center that
doubles as a
notebook? yes
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■ Internal V.90 56K Capable" FaxModem
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■ MS' Works Suite 2001 ■ MS' Windows' Me
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Q ^ O E- VALUE CODE
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ASK US ABOUT NO PAYMENTS FOR 90 DAYS.
■ Add Modular 8X Max CD-RW Drive, add S299
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KOSS’ Headphones)',' add S69
Introducing the All-New Dell™ Inspiron™
8000. The most complete multimedia
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With the Dell'" Inspiron"' 8000, you can carry your home
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Innovations like the 32MB video with 4X AGP graphics
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Includes Windows Millennium Edition — the home version of the world's favorite software.
for newer
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Dell’s latest and greatest technology can be
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So you forgot to return a few library books and couldn't get into the FBI
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Deir“ Inspiron "' 4000 Notebook
DELL " NOTEBOOKS:
DELL" INSPIRON" 3300
Design and Affordability
■ Intel* Celeron'" Processor at 600MHz
■ 12.1" SVGATFTDisplay
■32M8 100MHz SDRAM
■ 5GB^ Ultra ATA Hard Drive
■ Modular 24X Max CD-ROM Drive
■ 2X AGP SMB ATI Rage Mobility'” 3D’ Video
■ Internal V.90 56K Capable* FaxModem
■ Li-Ion Battery with ExpressCharge'”Technology
■ MS* Works Suite 2001 ■ MS* Windows' Me
■ 1-Yr Limited Warranty'
■ 1-Yr Next-Business-Day On-site Service*
■ 1 Year of De/lNef” by MSN’ Internet
Access” Included
$1199 .. .
No psymentsfor 90 days, E VALUE Code: 89789-8001 11
DELL" INSPIRON" woo
NEW — Thin and Light
■ Intel’ Pentium* III Processor at 600MHz
Featuring Intel* SpeedStep" Technology
■ 14.1" XGA TFT Display
■ 64MB lOOMHz SDRAM
■ 5GB* Ultra ATA Hard Drive
■ Modular Removable 8X Max DVD-ROM Drive
■ 2X AGP SMB ATI Rage Mobility" 128 3D‘ Video
■ Internal V.90 56K Capable* FaxModem
■ Li-Ion Battery with ExpressCharge'” Technology
■ MS* Works Suite 2001 ■ MS" Windows® Me
■ 1-Yr Limited Warranty'
■ 1-Yr Next-Business-Day On-site Service*
■ 1 Year of OellNet" by MSN’ Internet
Access’' Included
$I699..„
No payments for 90 days.E VALUE Code; 89789-8001 16
DELL" INSPIRON" sooo
NEW — Multimedia Mobile Desktop
■ Intel’ Pentium’ III Processor at TOOMHz
■ 15" Super XGA-t- TFT Display
■ 128MB lOOMHz SDRAM
■ 10GB’ Ultra ATA Hard Drive
■ 8X Max DVD-ROM Drive
■ NEW 4X AGP 32MB ATI Rage Mobility "-M4
3D’ Video
■ Internal V.90 56K Capable* FaxModem
■ 59WHr Li-Ion Battery ■ harman/kardon Audio
■ MS'* Works Suite 2001 ■ MS’ Windows’ Me
■ 3-Yr Limited Warranty'
■ 3-Yr Next-Business-Day On-site Service*
■ 1 Year of DellNet " by MSN’ Internet
Access” Included
$2349.,.„ 'as $70 per mo. 45 1
No payments for 90 days. E-VALUE Code: 89789-800124
DELL' DESKTOPS
DELL’ DIMENSION" L Series 11 DELL’ DIMENSION’ L Series
Affordable Desktop Solution
■ Intel’ Celeron'- Processor at 700MHz
■ 64MB SDRAM ■ lOGB^ Ultra ATA Hard Drive
■ 15" 113.8" vis) E551 Monitor
■ Intel’ SD’ AGP Graphics ■ 48X Max CD-ROM Drive
■ SoundBlaster 64 V PCI LC Sound Card
■ PC Speakers
■ V.90 56K Capable’ PCI Telephony Modem
for Windows’
■ MS’ Works Suite 2001 ■ MS-Windows'' Me
■ 3-Yr Limited Warranty ■ 1-Yr At-Home Service*
■ 1 Year of DellNef" by MSN' Internet
Access" Included
Affordable Desktop Solution
■ Intel’ Pentium* III Processor at 866MHz
■ 64MB SDRAM ■ 10GB' Ultra ATA Hard Drive
■ 15” (13.8" vis) E551 Monitor
■ Intel’ 3D’ AGP Graphics ■ 48X Max CD-ROM Drive
■ SoundBlaster 64 V PCI LC Sound Card
■ PC Speakers
■ V.SO 56K Capable’ PCI Telephony Modem
for Windows’
■ MS’ Works Suite 2001 ■ MS’ Windows' Me
■ 3-Yr Limited Warranty' ■ 1-Yr At-Home Service'
■ 1 Year of DellNet " by MSN' Internet
Access" Included
$699 ... »..$2I per mo. J5 mos. '
No payments for 90 days.E-VALUE Code: 89789-500106
DELL’ DIMENSION’ 4100 Series
No payments for 90 days. E- VALUE Code; 89789-500108
DELL’ DIMENSION’ 4100 Series
Advanced Performance, Smart Value
■ Intel’ Pentium ’ III Processor at 933MHz
■ 128MB SDRAM at133MHz
■ 20GB' Ultra ATA-100 Hard Drive
■ 17" (16.0" vis, .26dp) E770 Monitor
■ 32MB NVIDIA'" TNT2 M64 4X AGP Graphics
■ 12X Max DVD-ROM Drive ■ SB Live! Value Digital
■ Altec Lansing’' ACS-340 " Speakers
with Subwoofer
■ V.90 56K Capable’ PCI Telephony Modem
for Windows’
■ MS’ Works Suite 2001 ■ MS’ Windows’ Me
■ 3-Yr Limited Warranty* ■ 1-Yr At-Home Service*
■ 1 Year of DellNet" by MSN' Internet
Access'* Included
$1299.
IS $39 111
No payments for 90 days. E-VALUE Cocio; 89789-5001 1 2
Advanced Performance, Smart Value
■ Intel* Pentium’ III Processor at 1GHz
■ 128MB SDRAM at133MHz
■ 40GB’ Ultra ATA-100 Hard Drive (7200 RPMl
■ 17" (16.0" vis) P780 FD Trinitron’’ Monitor
■ 32MB NVIDIA ' TNT2 M64 4X AGP Graphics
■ 48X Max CD-ROM Drive ■ SB Live! Value Digital
■ 8X/4X/32X Max CD-RW Drive
■ Harman Kardon HK-695 Surround Sound
Speakers with Subwoofer
■ U.S. Robotics’ V.90 56K Capable' PCI
Telephony Modem
■ MS’ Works Suite 2001 ■ MS' Windows’ Me
■ 3-Yr Limited Warranty' ■ 1-Yr At-Home Service'
■ 1 Year of DeliNef' by MSN ' Internet Access'*
Included
$1799 or ns low iis $54 pat mo, 45 mos.’'
No payments for 90 days.E-VALUE Code; 89789-500117
DELL SOLUTIONS;
SOFTWARE ACCESSORIES
Printers:
■ Epson’ 777 Stylus Color Printer, add S99
■ HP' DeskJet' 932C, add S149 after S50
HP’ Mail-In Rebate” (Reg. S199)
Scanner:
■ HP' ScanJet’ 4300Cse, add $99 after S50
HP’ Mail-ln Rebate” (Reg. $149)
Power Protection:
■ APC Pro8T2 SurgeArrcst, add $39
Software:
■ Ultimate Sports Pack Plus
(Dimension " only)'*, add $79
■ Home Reference 4-pack'', add $79
Camera:
■ HP' C315 Digital Camera, add $299
FINANCING a SERVICES
Payment Solutions:
■ Dell'" Monthly Purchase Plan - Enjoy easy-to-
budget, low monthly payments. Systems as low
as $21 a month for 45 months using the 90 Days
Same As Cash feature of the plan"
■ Dell"' E-Check - One convenient electronic
payment from your checking account
Service Upgrades:
■ Dell”' Dimension'" Premier 3-Yr At-Home
Service', add $99
■ Deli”' Inspiron " 3800 and 4000 Notebook 3-Yr
Next-Business-Day On-site Service', add $149
Pentium®///
Includes Windows Millennium
Edition — the home version of
the world’s favorite software.
'*TeIephone access (call your phone
CO. for details) and other surcharges
for access may apply. Must register
within 30 days of receiving computer
and accept DellNet/MSN Terms of
Service. You agree to be billed cnonlhly
fees after the initial service period.
You may cancel service at any time.
Offer valid for new customers only in
U.S. households and must bo over 18
years old witli major credit card.
Limited time offer. ''Monthly payment
based on 13.99% APR FOR QUALIFIED
CUSTOMERS. OFFER VARIES BY
CREDITWORTHINESS OF CUSTOMER
AS DETERMINED BY LENDER. Under
90 Days Same As Cash feature, interest
accrues during first 90 days if balance
not paid within 90 days. Customers
not eligible for 90 Days Same As
Cash feature may be offered stan-
dard 48-montli financing with APRs
ranging from 16.99% to 23.99%.
Example: S1,G50 purchase price, at
18.99%. 48 monthly payments at S50.
Taxes and shipping charges extra, ami
vary. From American Inveslinont Bank,
N.A. to U.S. residents with approved
credit. Availabitity may be limited in
some states. Limited time offer.
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w'illw.niBr''DflD:s Of s' Ool-fOtlm
valid for DHil Home SysiL'ir 1.:., .tniv Foi
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DELL" DIMENSION'* 8100 Series
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■ Intel" Pentium' 4 Processor at 1.3GHz ■ 128MB RDRAM
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■ SB Live! Value Digital ■ harman/kardon Speakers
■ V.90 56K Capable^ PCI Telephony Modem for Windows'
» Integrated 3Com' 10/100 Ethernet Controller
■ MS’ Works Suite 2001 ■ MS’ Windows' Me
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■ 1 Year of DellNel" by MSN’ Internet Access'-' Included
& lAOO E.VALUECODE
^ lO y y 89787-500116U
ASK US ABOUT NO PAYMENTS FOR 90 DAYS.
■ Harman Kardon HK-695 Surround Sound Speakers
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Includes Windows Millennium Edition — the home version of the world's favorite software.
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